#DewardianDev's Mods
1 messages · Page 2 of 1
That's uuh... really cursed actually 😄
I don't want to deal with the complaints of people on the forum from the result of this. So have automated it.
Mood
Lol
But I have not tripled it. Not even double 😄 I think it took Factory and threw out the thing.
Not a problem, I will modify it locally to force my PC to explode

dev aura
(yes I take full responsibility for errors)
You can use the the override time in mapConfig to prevent this I believe.
is it possible to set a hard cap on total pmcs allowed to spawn and have it be a separate line in config
Umm.. right now, the total amount of pmcs is guaranteed
oh I uuh... i just edited the default times to match the current ones (+30min)
technically that should result in a 1x multi right?
instead of having it scale with wave amount, which scales with raid length automatically
like a global one
Lol
watch it work flawlessly
That's only used for comparison purposes
That will create reverse ratios and empty raids
Lol
Maybe only alter factory
i forgor, did that affect total waves or pmcs per wave
hmm okay, that makes sense
That is the same thing now
i mean ngl dead raid = 100000FPS so still a win
free loot 
as if moar wasn't already performant enough 
If the pmcwave file says 10 pmcs
It will spawn 10 pmcs
Nothing will stop it
So waves are count for pmcs now
Hardcoded
you really get to wipe a lobby and have only scavs after, its nice
also lets me increase pmc difficulty by a lot because of how limited they are per raid
crying won't stop anything 
ill have to sit down again and read through the config because i have yet to fully grasp what the numbers mean
thanks for clarifying
I need to rewrite the documentation rs old and put of date
I should probably remove what's there to prevent confusion
touching factory works perfectly as intended
thanks!
(i have a 20 bot limit. anything over that will impact fps for me on streets so i keep it global)
its beautiful 
though i think ill reduce group size by one because the mod loves giving me the biggest groups allowed almost constantly
well after that i had a SHITLOAD of AI decide to just come over to join the party
including bosses
so that was a very intense experience. you think you're done? think again, your stomach is now black and you're starving to death.
nah it was my fault i had ONLY my stomach exposed by accident
my center of mass is chest so they rarely black my stomach anymore
(because you can shift that upwards now)
How do you shift it...
I turned off the aim center mass entirely, now my arms/legs get smoked 🫠
there's an option under shoot only for center mass
turn on advanced settigs in the top right and visit the section in the image
Sorry, wrong channel.
Center mass prevents them from hitting arms and legs too? That’s wild. Thought it was just instakill protection mostly.
Doesnt prevent anything, sets their aimpoint
Recoil, innaccuracy, etc still applies
based
Are these bosses also available for custom spawn?
It would be cool to add the ability to spawn all the bosses that existed in past events.
imagine a preset
-no scavs
-no PMCs
-no raiders
-no rogues
-all bosses, everywhere.
that would be fucking TERRIFYING
You can do it
(+ previous event bosses, so normal tagilla + reaper tagilla chasing you)
correct
👀
Actually there is one bit of confusion I have.
Let's say I have the dedicated client online.
It is my understanding that bepinex is quite literally just a configuration console and debug tool for ingame. Everything is server based.
Let's say I want to use dedi.
I use my main client's bepinex to do settings, and push to server.
I start the lobby with dedi
Does this mean that the server still controls all the spawns? Or does dedi somehow overwrite without input on map load?
On game start, whoever is host, will receive data from the server.
That host will spawn bots.
no
Only the listed ones I believe
I can expand this list maybe in the future
will receive data. does this mean that my scenario above is valid?
(cause im pushing data to the server with main, and receiving with dedi)
Yup
aait that's kinda cool. unsafe with a lotta players, but cool
ig if users dont use the bepinex ui to cheat by not being provided one it can work
yeah i noticed that bepinex config is inherited by dedi whem you first launch the client
Any of you folks play on NA hours?
looking for more people to join my server
Hosted on the cloud, 100% uptime
Downside is I run all of my latest code on it.. So sometimes you will have bugs, that I fix.
But that is rare
Sorry to bother you but can anyone tell me where I can find the configs to help me add my own hotspots?
Can't find these files in the mod files? Did I miss something?
Oh wait are these SPT files not MOAR files?
oh ok. Is there any way to add my own hotzones? Certain tasks where you have to kill certain enemies in certain places can be either really tedious or completely impossible without manipulating spawns
Tasks like "No Swiping". There were some others but one of the others that I was thinking of appears to have changed since I last encountered it
I feel like I said this. Cross posting for the win
The only examples appear to be the hotzones already in use. I was just wondering if I could add my own hotzones but I have no idea how to refer to different zones of the map
It's fine if theres no way of finding the references to the different zones, it's just if there is, I would love to know how
And yes, they have spelling mistakes
This is from bsg
just spell them wrong
or they won't work
thanks this is good and cool information
Sorry to bug you again, I updated to the latest version of MOAR but now when I change the selected preset, none of the sliders or checkboxes change, whereas they did before. Is this intended? Is it still working correctly without these sliders moving?
Just played a couple of rounds on Customs. Love it. Thank you @primal thicket ❤️
They didn't change when you previously changed a preset.
thats weird. they definitely were doing that 4-5 versions ago. thats why i noticed when they werent changing now
The switch to custom and not.
just testing on insanity, gotta say, its definitely working though
kaban pasted me across the floor on customs
ouch
Hey, Dewar! Can you suggest a solution for dedi client to save settings on MOAR? Since even if I change the config file, it gets back to random. Or maybe to change vanilla setting from Random to Custom would be lovely.
here's how I did it
modify your initial config which is just config.js
then:
(hold on imma type it out)
Of course, I have time.
in globalvalues.ts (in the src folder of MOAR, in the mods folder) you edit line 9 to be "custom" instead of "random"
this way, it will auto apply the custom config every time
you may test this by booting into the normal client and pulling server settings
it should then pull the standard you set
Lemme try out then, thank you Jan!
i did it also in the globalvalues.js btw
idk if they HAVE to match but better safe than not
remember to back up your main config and remember to make the change in src whenever there's an update (like the one pushed just now)
It worked out! Bless you, Jan!
And yes, I saved the changes outside of game folder.
this is probably not the best way but it's the way that worked for me lmao 😄
i don't care about random presets, i like my live-like playthru
Meh, all it matters that it works. I just don't want in dedi to have random settings each time.
I also have more close to live-like settings, with some small adjustments.
same purpose why I did it 😄
well yes but what if i edit config and set to read only 
Why dont you Edit the server Config directly? You dont even need the Client. If you do it one Time with the settings you prefer, you are done.
-setting the cfg to read only will not help, as the server is based on selection. the default config is modified but not in the way of direct file modification.
-we do edit it directly. that's what we have done.
i also edit the server side config directly but i still have to select preset on launch. though i might just set the other preset weights to 0 and be done
that will not help you.
😄
As I deepCopy it.
Thank you for this. 
Has updated documentation been made? I wanted to configure MOAR for my boys the other day but couldn't really figure it out. Had one raid where it just felt entirely dead. So I enabled starting PMCs. Then I started adjusting some other values. Had all out war in my maps. Roughly 3 to 5 NPCs standing around in the open and shooting in Factory.
I'm trying to find the perfect balance.
If anyone can help me. I want maps to be active but for the player not to get swarmed every 2 seconds either.
My biggest issue is not knowing how Wave Quantity and Wave Distribution tie in and interact with each other.
just dont touch anything (besides starting pmc's imo) and profit?
It's pretty solid straight out of the box
Hmm. It was awful in my testing. But maybe that's because in my SVM I have raids set to 3 hours long with 1:1 real world timing.
I'll try that. I'll return the time to default Tarkov values including the time pacing. And try with just starting PMCs enabled.
"It was awful, but I also completely altered the key aspects that affect spawning to absurd amounts"
I hate this discord sometimes
No reason to act like that? The mod literally mentions dynamic wave behavior for extended raid times? Am I wrong?
It only works to 2 hours raid time.
Once you start altering things well beyond the standard EFT raid times, things go a bit bonkers.
I really appreciate that. I came here looking for some proper config/solutions since it felt weird.
So if there's 8 waves (for example, I'm not sure the number) in a 40m raid and you triple that, the waves are going to become very far apart.
In your case, 5 times that
I do agree that there needs to be some proper documentation of the different config options
Still beta really since BSG changed the spawn so much
I know, this latest spt updated pulled the rug out of everyone and changed up alot. Im just trying trying to balance things for my boys lol. We still remember the great SCAV hordes from several MOAR updates ago
@ me when you cooked I can try too
...
So don't change the timing.
Set the raid times to whatever you want.
Moar will now adjust
And tell you if you exceed things too much
If you do it will also adjust
No need to change anything
Do not make bot changes in other mods.
Do not use raid overhaul
If you describe what you are after, I can likely tell you how to accomplish that
Latest update will overwrite your raid time and auto adjust
This is precisely to prevent empty raids
Make sure Moar loads after svm
Bot behaviour is SAIN, bot spawning is Moar.
If you use performance mod or raid overhaul, I suggest looking there for the described behavioural issues
would use moar but my fps seems to cap at 40 with it. You have a good config? or recommend anything. (3.10)
What else are you running with it? As Moar just controls bot spawns
Don't use starting pmcs if you have a potato cpu
Otherwise it should perform well
I recommend Sain and looting bots with it
As Sain helps with multi threading bot logic
ok gonna give it another shot running a dedi on a 5600x
Maybe set bot cap to 20, see if that helps
Also set the config in the server
People don't get that the bepinex just stores shit on the server for fika
So make your changes in the server config
And either don't install or don't use the bepinex (other than for announcing presets)
thx
on a 5600x?
i suggest you put your bot cap to 17
remember, bosses don't count in that, so your performance will be rather inconsistent otherwise
(i actually run 17 on streets, the raids are quiet ish but never dead. always running at 60-80fps
I mean if you watch any streamer playing PVE, unless Kaban is up, Streets is pretty quiet.
occasional quiet raids sounds fair to me. sometimes it just do be a loot run
bots deal with eachother quite often, ive seen some impressive corpse piles i haven't been to blame for
Woods, between usec and tower.
That place has been a massacre a few times for me with looting bots.

Currently setting up MOAR. Have you considered switching to jsonc and adding comments on what all the options do?
Sir, I'm using MOAR with zombies. but idk why PMC total spawn amount is so tiny (even if PMC wave amount is 4.0 / pmcmaxgroup 10). Is there any related to the maxbotzone option? I'm used it 1~2.
I should
Yeah 1-2 max bots per zone is extremely restrictive.
There is. Look at the mapConfig
Hi, I am hosting for myself and a friend. When I set the preset in f12 menu to live-like, I have to do it each time I reboot the server. Is there a trick I'm missing to get it to stay on live-like?
looks like live-like uses server default settings so you shouldn't even need to select it
if you want to change default settings/preset, you'd edit config.json
Is there a way to set the difficulty to random? Basically the same as AsOnlime?
dont think so, at most you can cover 3 difficulties
I've had a total of 3 PMCs spawn in the underground / forbidden ramp area on Ground Zero
(behind the wall next to the staircase up to Fusion/Nakatani Ramp)
I assume something went wrong with some spawn area of MOAR
@primal thicket Where can we enable and tinker with "Expanded spawn locations"?
Just set your config via the server configs. Using the preset weightings turn everything else to 0
As online = medium for the most part.
Moars implementation allows for a chance of easy medium and hard. Basically the same as "online" with slightly higher variance.
Ahh I see thank you
You can't yet. I haven't finished working on a working implementation
That is bizarre. I use the default spawn locations for the map. No customs ones
So that is likely an spt/tarkov bug
I can tell it def. was and outlier
One out of like... ehhhh, 10-15 raids
Also all PMCs, so probably SPT related then?
I dont know
It was likely one spawn group.
Each zone has multiple spawn points
So that zone likely has 1 of 16 points there. And for some reason the game chose that one
I mean, they rarely spawned in unaccessible rooms on streets too, even in online. So i think its a rare live bug tbh
Yeah, spawnpoints/zones are an issue in general.
I'd like to setup a foot tracker to create spawnpoints for bots. But I have other things going on I need to focus on.
They shot each other, so dunno about group
At least I think they did since I see no other reason why only one survived
Oh interesting lol
Maybe they fell. And the game attempted to spawn them above incorrectly
They also tried to track me above ground (i kept hearing them running, spooked me hard)
Maybe?
Last time a PMC fell through the map he just insta died and kept falling though
(Literally dove through the ground of GZ)
But yeah, its no big issue overall.
Annoying at best
🤷♂️
I'd like to adjust the spawns to just try at random locations and do suitability checks.
Though I think it would be kind of hilarious to see if bots spawned on buildings and things
Sniper Buddies+
lol.. Yeah the issue is I'm not sure how the expanded nav mesh actually tracks.
I guess I can use a visualizer
I have even less idea sadly.
All I can do is play and report back xD
lol ok i changed bots per zone down to 6 to see what happens and my bot count went from 22 to 16 all raid
Cool
Hello. On the most up to date SPT, Fika, and MOAR and not a single sniper scav has been spawning since. Is sniper scav spawns broken again? Even trying to do the "snipers have buddies" setting
Im on latest fika, and latest MOAR, and I have sniper scavs, so its not caused by any of these mods
Snipers are working on all maps
They spawn in usually in the first 15 minutes
And are spaced out intentionally
To prevent overspawning
Thinks like starting NPCs and more bosses can cause them to occasionally not spawn.
Thats odd. Was working before (after the fix was released). I've not changed my mod load order or added new mods since
Hmmm. Did you change anything in the config
Maybe reinstall to overwrite the config in case you broke something?
good point actually. the configs sort of looked the same so i may have just moved the config files from my previous version of the MOAR mod to the updated one
it was only 1 version behind and patch notes didnt say anything about configs had changed so i thought i could get away with it
I'm in same symptoms as the Mr. Durgcario. Only one or two groups (3-4 people) of PMCs in one raid, and not after that. Now my PMC spawn amount is 10.0, and MaxBotperZone is 15.
Maybe I should delete the configuration file and try making it again.
or just increase the pmc quantity if you want more
Can I make my own presets by simply adding a new section using the same syntax as the rest in the presets config?
I didnt have any AI amount issues ^^
Just one group spawning in the wrong place
ah, i missunderstood it
All good
@primal thicket Any advice on configurations as far as PMCs spawning in, fighting right off the rip, and all dying within the first few minutes?
Don't turn on starting pmcs? set the pmcWaveDistribution** to 0.5, add more via quantity
Yes
Thanks. This is cool info. Youre cool
You can also delete presets if you want to make a simpler preset list
This is more cool info. Yeh theres a couple that i have no plans on using
So another fun... bug?
We extracted through Mira Ave on GZ
My buddy extracted after me
And then got 'replaced' by a Scav immediatly.
In the sniper area.
Getting shot but taking no damage as well as not moving xD
does setting a specific bot difficulty before raid start make it so all bots spawn as that or does MOAR difficulty setting still apply
don't play with in game difficulty settings
They break the warranty.
I have no idea what they do.
It likely does nothing.
But it may cause issues
Likely unrelated to my mods 🙂
BSG's spawn system being ass
Fun
ALP is updated
And QDT is also now released for 3.10
New alp changes should be much more palatable for a larger audience
what was the issue with ALP again? I had it working just fine 
Which boss is Exusec?
pretty sure exusec is rogues
exusec are rogues yess
roger. i was just using ABPS' log file to see what difficulty bots spawn with and saw it was still randomized despite setting to hard specifically (im trying to tinker with sain and need one difficulty for consistency)
will leave it alone
setting it to 0.4 will be mostly medium
i have pmcs to 1.2 and still see normal ones
and bosses are always normal, as well as their guards
abps log files, i haven't figured out a different way to see it
So starting PMCs isn't a viable option, got it.
I guess my goal was a live-like experience but I will need to keep tweaking to make that happen.
until SAIN (or some other mod) has an option for PMCs to never die to Scavs starting PMCs won't be viable
Tbf, that may work if they wouldnt spawn in scav areas but in proper PMC spawns
Spawns are marked as player or scav, they do spawn in only "player" spawns.
Not sure what proper is supposed to mean in your context
I had some good luck with SWAG+ Donuts that allowed Starting PMCs, but spaced them out enought to where they didnt spawn literally on top of eachother.
From then, scavs had a spawn delay that prevented scavs spawn at the beginning.
The issue I have been experiencing with MOAR is not PMCs fighting scavs, but PMCs spawning on top of each other and fighting each other. I will find one one huge 5-8 player bloodbath on every map.
That's the default spawns at work.
Okay, I am hearing ya.
I have thought about building expanded spawn locations. It's a lot, not sure I'm willing to implement that fully yet.
I am not coming down on you, just saying I need to learn how to tweak just a bit more. I dont mind spawning waves, as long as I can tweak it to where they dont spawn on top of me live vanilla SPT.
I appreciate the work you have done so far man.
I am creating an openzone configuration.
Sounds good!
@primal thicket Wanted to ask, does ALP touch bots? Extracted and cammed over to BigPipe, and he had a normal dustcover-less AK with what seems like Tagillas mask? Dont have any other mods that tough AI outfits.
Update. Yes
Latest update fixes the boss gear
Update the mod, got it.
Thanks Dew, appreciate the work~!
@primal thicket your openzones update for MOAR has fixed the PMC spawning! They don't all join in one or two spawn points and then kill each other in minutes. Instead spawning all over the map, and in the exact groupings set in the config.
Only change I made was set bot limit to 20, reduce PMC groups to 2 and set 0.9 for PMC waves with only 1 or 2 PMCs spawning "later in the raid" randomly like LIVE can have.
These make for ideal, "Live Like" raids, thank you for the continued excellent work!
Dewar, in your ALP you have 5 tiers, but there are only 4 trader tiers in game, no?
Or am I confusing trader tiers with loyalty levels?
Also, doe the questUnlockedItemsShifted and tradedItemsShifted apply to custom traders?
@primal thicket You need to blacklist this event vodka by default in ALP. it spawns on enemies as loot from time to time. 614451b71e5874611e2c7ae5
its not 
Looking so apologies if I missed it but I cant find it, is there an explanation to the 3 new 'openzone' options for the config?
'pmcOpen' seems obviously the allowing PMCs to have extended spawns.
Is 'allOpen' then for Scavs? 'PlayerOpen' ?
I guess its for Player/Scav/PMC, but with all options where Player have extended spawn i have problem, if a Player spawns on one of extended points it will close all exits
OH THATS MOAR?
wait its bugged then
my player openzones is off and I still get the exfil bug
if this is indeed the cause (and i think it is consideirng it's the only thing I updated today) I recommend downgrading for the time being to the last ver.
With those settings all working good, but i have to disable extended spawns
I left my player one FALSE, just extracted Streets fine, but only done the one raid so i'll need to test more and see
Cuz there is 3 options
- Player openZones
- PMC openZones
- All Player/PMC/Scav
Sad we dont have Scav open zones, it would be awesone to have options PMC/Scav without Player
For me i have player zones off and it still cucked me :(
I havent had any issue yet
Whats going on?
spawning in an extended zone deletes extracts I believe
Oh interesting, I wasn't seeing that.
I think I know a workaround for this
Thanks for the feedback, I'll look into it.
I think I understand why this could occur.
I have a fairly silly question.
bossconfig is in %
Does anything happen if you go >100?
So... a setting of 200 makes it spawn 2 Killas?
No
It just helps further guarantee the spawn
Why would a higher spawn chance duplicate
That isnt a logical jump to make
250$ game, indeed
I think I know how to fix this.
Dewar, sorry to pester you with questions: in ALP you have 5 bot tiers, but there are only 4 trader tiers in game, no?
Also, dose the questUnlockedItemsShifted and tradedItemsShifted apply to custom traders?
@primal thicket just donated... had to bump you over that Coffee Goal for the month as a fellow jitter juice enjoyer 😄
Haha thanks for the support buddy
1.The 5th tier is effectively unpurchasable/boss equipment.
- Yes
hey dewar, ive made sure the bot generation logs display correct difficulty and seems that even at difficulty of 1.5 all scavs are normal. PMCs at 1.5 are as they should hard/impossible only, but with a handful of normal ones
ok tbf im guessing bosses always being the same difficulty makes sense
Just so you know I still haven't figured out why sniper scavs refuse to spawn, replacing the config files didnt change anything (i was right in thinking there were no updates to them)
This is my mod load order (any above what you see are just WTT mods)
No idea.
I will say I've had no issues, so likely a mod conflict.
yeh. likely suspect is SVM or Fika as they are the only 2 mods i have that can affect spawns
im assuming you tested whether fikas AI disabler messes with your mod right?
I only play with fika
fair enough
Svm bot settings should not be enabled
Moar by itself works with Sain fika and vanilla SPT correctly. Likely something else
i will need to double check but potentially they might be, although because i wanted to use a different setting within the same category
@primal thicket Hey man, hate to bother but is there a setting in the config that allows for ALP to not touch bosses? I updated ALP and bosses gear is still all over the place.
Hey, thank you. 🙂
End should look like this then, correct?
Dont mind the Rogues being changed.
I tried to make a "scavs-only" preset, it sets pmc waves to 0 yet a pmc still spawned
THat looks like you are missing a }
use notepad++ or something
I guess I should make a setting to turn off bot changes for those not able to do json
no way around this right now im assuming?
yup
this is the sawmill in the middle of the map right?
delete the references between the [ <here> ]
yeh the pmc was nowhere near there and attacked me from the opposite direction over the far side of the scav base
might have gotten an openzone roll
is it possible to remove zones in a preset?
just trying to figure out how to make an absolutely scavs-only raid preset
this is sounds cool
won't change preset files so you can overwrite
well youre doing an awesome job so thanks for the help
No worries. Been experimenting a lot lately so quite a few bugs 😐
That might have been one. There is some code that may make it so 1 pmc will spawn
even when quantity is set to 0
ah ok maybe thats what happened too
yeah, so let me fix some things and get another release out
hopefully in the next 20
will see how hairy this openzone stuff is
does sound like a complex mod to make
make sure to provide documentation on how stuff works though plz
ick.. i hate writing documentation. lol
It's alrght, I fixed it!
Regarding sniper scavs, I can confirm they refuse to spawn as well.
This is since 2 updates ago on MOAR however i have to check why thats the case. Ive seen a lot of scavs with seemingly sniper loadouts on the ground so it could be somethingnelse.
What version you running?
I haven't seen that issue in 2 versions now
The loadouts aren't my problem unless you are using ALP
Which fixes sniper loadouts.
As of last few patches
If you are running the performance mod, do not file any bug tickets with me. That mod seems to cause a lot of issues, and I don't use it.
ok turns out that i only thought i had a bot setting enabled in SVM. In actuality i dont have any bot related settings enabled. starting to think i must be using some settings you havent tried or something to do with the increased amount of waves ive added into the configs
well you see I do use ALP 😄 I will do some testing during the week to weed out what is exactly causing issues
ive seen sniper scavs, but i don't use alp, only moar.
The Quest Difficulty mod is incompatible with Epic's AIO around the gunsmith quests? What is the issue there?
No idea. If you put it last in the load order and turn off epics quest changes (via hardcoding a return) it resolves the problem.
You can try it. Maybe it was another mod causing the issue.
I know you said you were working on this already, just wanted to add I just had this happen to me, and I do not have any of the openzone ON except the PMC one you had at default. Transits were there but no Exfil.
Yeah makes sense.
You will crash if you receive a gunsmith quest
At least that is what I saw
The issue may have been caused by another mod in my suite.
So ymmv
It also had the weird effect of not being able to complete ongoing gunsmith quests.
I full on just opened the wtt code and stopped all quest update related things from running.
Which solved it in my case
Received a gunsmith quest, didn't crash
But I may not be able to complete them 😄
I'll test
Could I ask what is updated?
Sounds good, thx
If someone wants to test snipers on streets it would be appreciated
I don't play that map
I like my 120 fps
I'm gonna give it a shot and report back on the questions that need answers
Ok after a few raids
-Streets raid
-openzones no issue. All exfils available, player didn't get affected with player openzones off.
-no sniper scavs, this is because the bot cap got reached due to bosses.
-Customs raid
-no locked exfils, all good, player open zones are off (so now this works as intended)
-one sniper scav successfully spawned, opposite end of the map.
perhaps it may be a good idea to start spawning sniper scavs before normal scavs? just so they're available.
Didnt get exits in Woods with openzones enabled, spawned into one of the boss spawn locations i think? (V. 2.6.3 ofc)
And/or maybe add functionality to prefer them on the next bot generation if a normal scav/PMC died to maintain bot limits.
And/or maybe add ignoring bot limits for sniper scavs
I don't know why, but after the update, doesn't spawn any bots in factory (day). and when I enter the raid, the Dedicated client is no longer responding. I'm looking into it more.
At customs, bots were well spawned.
I turned off PMC OpenZones or PMC/Scav/Player OpenZones, then it goes well. I think it's problem.
what does these actually mean?`
"playerOpenZones": false,
"pmcOpenZones": false,
"allOpenZones": false,
Like what do they actually do?
playerOpenZones: you can spawn in basically bumfuck nowhere for all the game cares
PMCopenZones: PMC AI can do the above
allOpenZones: as far as I understand: everything else.
allOpenZones, as in for everyone else?
Like scavs, raiders, rouges, bosses?
i ASSUME thats it, otherwise the other two would be redundant
Cus I dont want rouges and bosses, but I'd love for scavs to spawn whereever
im sure that should be in the js files somewhere
i think the idea of the update was to prevent clumped up PMC spawns and thus low PMC count during raid. scav spawns are already quite random
Fair nuff
i still don't know what the third option is for 
Its explained in the f12 menu, "All bots/players (excluding bosses) can spawn anywhere (overrides PMC/Player openzone options)"
So basically looks to be the same as setting the other 2, except it also affects scavs
This
Sounds like the first and third option arent practical at the moment
I think I know a workaround
Would is be possible to make the WTT pack n strap belts spawn in the arm band slot instead of the rig sot?
you wouldn't be able to loot it anyway
you can't loot a normal armband slot kekw from the AI at least
You should ask the wtt modder 🙂
The boss spawn locations shouldn't be possible, you likely got a scav or pmc spawn
Looking into a fix
I have downgraded your mod after we have extraction issues ^^
Yeah for now that's good with 2.6.2
IE use 2.6.1 if not trying experimental
2.6.3 is above and I'm rewriting the logic for pmc spawning.
Yeh, we use .1
Next update should be a bit more stable for the expanded spawn zones.
We run 2.6.3 with pmcOpenZones at the moment. Afaik no issues so far
Great
pmcOpenZones looks good from the data.
I am likely keeping that as is, and just rewriting the player associated logic.
Yeah with just pmc and boss openzones my group hasnt had issues in 10+ raids
Disabled the "all" option after that first Woods where it was broken
anyone try just "playerOpenZones" did you have issues with extractions??
I think it makes sense to have the "all" option break extractions from what I see.
But I don't see any reason that the playerOpenZones would...
K testing now
Only playerOpenZones true and pmcOpenZones to false? Could enable it and do several raids with it
I'm testing some things now
If you could run a few tests, it would be a help.
Basically just make sure you have extracts with that enabled
Could startup a few raids and alt-f4
I'm doing that now basically
I'm testing a new implementation of all Openzones
Yeah, will do some raids and wait for some waves to spawn and check the extracts
thanks
I have added a bit to the logic there in my current build, but I don't see anything that should cause that issue right now.
Should i run your test build? Or 2.6.3?
hmm
one sec
ignore the bepinex version number.
if you can test playerOpenZones
would be appreciated
Only playerOpenZones or in combination? What´s your preferred method?
Just check playerOpenZones for now
I think pmcOpenzones is working
I am checking AllOpenzones now
Since there are a few versions flying around... in 2.6.2 the pmcopenzones works fine, right?
Thank you my friend
if using any of the openzones stuff
otherwise turn it off
2.6.4 won't be final, I am still tweaking.
Ok I'll go with 2.6.1 for the time being, thank you.
Ok, i will do one server with both, and the other one only to playerOpenZone
thanks for the help
Hm 2.6.1 doesn't have openzones?
Ah only bossOpenzones
Not pmcOpenZones
@ornate fiber which version are you using?
2.6.3
Ah cheers
try 2.6.4
So far it's looking good
Just ran through about 7 maps
No issues
haven't been able to try coop though, so will have to see.
On it. Customs/Shoreline/Woods in Coop worked fine so far. (only playerZonesOpen)
Factory Day/Night got "one" hiccup. But this could be another issue on our side (guess wrong dedicated picked or something).
Dont mind about that ^^. The boys are going to labs and streets now. SniperScavs is still "rare".
Sniper scavs will spawn over the raid period
so if you are doing shorter raids you may see less of the them.
I can see about reducing the time a bit..
okay, I have adjusted it to make most snipers spawn from 2 - 5 minutes (randomized).
so should see them a bit earlier
2.6.5 released
A few small changes
similar to 2.6.4 mostly.
with reduced marksman spawn times
reduced.. randomized.
Can still take up to 15 minutes for them to spawn in some rare cases
I have seen marksman in all of my raids, turning on startingPmcs and limiting the maxBotCount will cause them to occasionally not spawn,
We have startingPmcs off. I push the .5 to the group. Labs/Streets/Reserve was fine with .4
Btw, testing with 4 players+dedicated all the time.
Cheers for the work.
So far so good from all my testers.
If all is well for the next bit going to push the release
We did 20+ raids with .5. Works well. Mixed the settings and no problems yet.
Btw, I saw no problems with Quest Tweaks and Epic's AIO. I successfully completed the gunsmith kill quests.
awesome
Thanks @fringe valley and your crew for your work.
Released pushed
2.6.5 is officially in the wild
which one is this?
moar
oh shit nice
you use github desktop?
we noticed a .github folder in your release
Update is working fantastic btw
just played a raid and it was More PMC, More Scav but didn't feel super overwhelming and when i killed some PMCs/scavs a million scavs didnt just randomly rock up to say hi lol. I could actually stealth away from the situation. Different story yesterday lol
Glad to hear it
Me too. For now, PMCs spawn works well as the value entered. Thank you!
(with the .1 version)
Had a raid with "Boss Invasion" on Customs, but all it did was make Reshala spawn at Big Red (running along the rails)
Killed him, THEN his guards on the other end came slowly over and engaged us, before a duo of PMCs killed my bud, while we were in offices.
xD
I love Boss Invasion/OpenZones as an idea
tbf, he mostly died cause they camped below and he kinda charged out
He isnt used to SPT/SAIN bots yet
I meanwhile, used a flashbang :D
Yeah I played with a buddy recently that came over from live and got side jump and sneak shot by scavs
Good times
certified skill issue
Kinda?
'Muscle' Memory is hard to get rid of
He doesnt care tho
He is literally a Chad
Yeah
I've seen multiple people say it fixed the problem after being directed to update
If i can survive long enough to extract I will try report back
so i got a more pmcs preset and for some reason both shturman and kollontay are on interchange
fresh spt and moar install, 2.5.6
ok i guess its some other preset, despite what it says. kaban is here too 
did it pick boss invasion?
nope more pmc. surely ive done something wrong, ignore. once i saw more bosses spawn in i knew it was user error
Haha. Good luck!
We got it on shoreline. Players could extract - but then stuck in spectator mode. We had the looping audiobug with permant gunfire before. So Alt-F4 afterwards 🙂
The gun fire thing is just spt
Or fika rather
But the can't extract. Ugh that sucks
Well. It was not like before where no exfils are available.
@fervent holly I've added a number of extracts for players. Any reason this would break stuff for fika?
Exfils should have worked, but if itake a look i got a bunch of nullrefs for the audiobug and some other stuff in this raid
Fika runs the same code as SPT does to get the infil point.
Send me your log
just a sec
For reference, we are using the latest
Not a single issue
~20 raids today
@fringe valley you have a mod causing this
Not Fika nor MOAR
I see your log has loaded tons and tons of weapon mods, so you should start looking there.
Awesome, I was concerned.
Hm. I would not know which one would use sounds anyways xD And no, i dont think it was MOAR related at all. 🙂
Yeah, that was after extract where we´ve been send in observer mode. I take a look without mods. So no hijacking of this thread here 🙂
New FAQ on the mod page comments.
https://hub.sp-tarkov.com/files/file/1059-moar-ultra-lite-spawn-mod/#comments
Getting too many dms
Put it as tab in the Overview as FAQ 🙂
Read the FAQ something something 
why the FAQ are you guys drowning dewar in dms?
Moar updated
I made moar decide which bosses spawn, to run a cull function.
Should help with further performance
and make boss spawns much more reliable.
2.6.6 released
So I just installed 2.6.6. Glukhar and killa both spawned on ground zero and I’m level 7. Is this intended behavior for live like preset?
I didn't add them.
Check your other mods.
There is a event on at the moment.
You may want to turn off the new year event
I think I figured out what happened. Default setting for live like has gradualbossinvasion enabled.
Oh on your config
could be.
oh. "gradualBossInvasion": true,
Doesn't matter
That only applys if bossinvasion is set
I think you need to turn off events
Ok I’ll try that. Is there an easy way to do that?
or through svm
Thanks fellas
All that needs to happen now is questingbots update and my game will be perfect 
Amen..
Had the same thing happen when i had ALP distributing the WTT Wages of Sin to enemies, as soon as i stopped that weapon from going to ai it stopped
(sorry for bringing up old unrelated stuff)
hmm.. interesting.
Well yes, this was the last one we added. Will give it a try. Thanks ✌️
We use ABPS, so bots dont like custom weapons 🤣🤣
You can just turn off modded traders for bots...
is there a way to make bear pmc friendly to other bears (while using moar)?
Short reminder @primal thicket - you should setup the .gitignore to avoid that .github folder and .releaserc is build into the generated zipfile for the releases 🙂
Idea:
"randomSectantGroup": false,
"randomSectantGroupChance": 10,
We disabled the distribution to bots now (thanks @ornate fiber) and did some runs without any issues. Not really sure if it is a problem from the modded weapon itself (Wages of Sin) or something more global. But, doesn´t depend to MOAR/FIKA/SAIN - just a stupid chained reaction.
Suggestion: Now that SPT has updated to include locked boxes and Skier's questline for 'em, we will likely need to start meeting smugglers.
Is it possible to get a setting that lets us set a % chance to spawn them on maps as well? They are the only ones that can own the case keys to open.
It is the mod 100%, because it's calling a function for the sound player for the weapon, you just see those mod names because they dispose of it.
Worthful to create a issue for the WTT weapon mod itself?
Question around the way MOAR handles the bot generation, Since it sounds like it's offloaded to the server, is the management of generating bots mid raid requested to the server each time? I notice a lot of requests to \client\game\bot\generate on the host, We do the stupid thing and have more that 5 people on a server at a time (Which isn't supported I know) so we tend to see some slowness to load certain things from the host like traders, flea etc which I suspect is exacerbated by others requesting bots. On top of that iirc the AKI server is single threaded so it struggles when theres a lot of requests at the same time. Not after any help since I know we're not running within support but still curios either way.
base game would do the same with requesting new bots
I believe MOAR just changes 'when' and how much
I gotta say.
I liked the preset announcement more when it was at spawn.
Before the "Raid Start" button appears
Ok so I actually had a sniper scav spawn yesterday, although it was only one and they havent been seen since.
Due to wanting active raids, and the fact that ive messed with the wave counts for maps, its likely ive been reaching the max bot cap, and not considered that sniper scavs havent been given any extra spawning priority.
My request is, would you consider at least adding a config boolean to force sniper scavs to have higher priority spawning/ignore max bot cap?
Is it skiers goons or whatever? If they exist now you can likely both set and add them to maps. Just gotta know ge name
They are called "Smuggler" and are already spawning for me
Killed like 3 at Gas after Reshala
Gas was very fun
This was half for me. I'd always forget to check
And sniper scavs do spawn, just less it feels
The issue is the cap. But yeah i might migrate them to boss spawns
Well, I forget to check now even more!
Unrelated, I think I had a bug last night regarding cultists. I was on Customs with with 2 clients, and the cultists spawned in. And as they spawned in, my frames started dropping til my game became a slideshow. As well as cultists spawning in, it seemed as though endless scavs were being spawned alongside them. Got better after leaving Skeleton thanks to fikas AI disabler
Oh i gotta make sure i pay attn to it
I was thinking having them spawn on raid start or something but that could work too
Unsure if its always there, but well.
Thats where we fought them
Didnt have any on Factory afaik
So might be a %
I think this would be a neat solution.
it make sense they would be higher priority than regular scavos to make things more 'live like' as long is you don't end up with 16 in a raid
I had no issues with extracting but i am running the RLTP mod which opens all the extracts
I also wanted to say although i was not able to use your legendary gun mod as i am unable to loot weapons with current settings the way it works is really smart and i learned alot about how to mod weapons and get my presets into the traders from looking at it. So thanks for being a human genius!
You dont want 16 Sniper Scavs sitting on white tower on customs?

As someone currently on Tarkov Shooter part 6 (as well as both my friends) I do
I had a sniper scav on ground zero yesterday opposite the big gun place
Ive been having the issue of no sniper scavs spawning probably because of my boosted waves thats why i have the interest in the sniper scavs update for MOAR
I mean, yeah
I agree that they should be independently spawned
That is strange
I unfortunately dont have any logs or anything to verify what ive said, just mine and my clients shared experiences. Although one of my clients left that raid with 57 kills
Sounds like a bug with cultists. The spawns are bizarre.
Any preset you were running?
They are a great early game source of sniper rifle vitamin.
It's true that the mosin vitamin is a good one, but with some scav bot progression you can get your hands on better kit.
I love the m700 too
Pair it with a silenced smg and it's basically all situations covered
@primal thicket We are having an issue currently with close and very frequent respawns of scavs. And by close, I mean within 50m. We were on the roof of west wing at Resort on Shoreline, and had a squad of three scavs spawn at the heli down below.
Players on my server have reported consistent and frequent waves of scav respawns to where it feels like a wave survival game. Any advice on how to tweak this?
Sounds like a config issue.
The spawn check done by eft is only planar
Ie not spacial
So a spawn can happen below you
Is my understanding
I have not used the config yet as I reverted it to stock for the new update you did yesterday.
Hmm what preset was running?
Live-like.
That would be strange.
Maybe try tweaking the Scav spawns down a bit in the default config.
To say 0.8
Nothing has changed with scavs other than the expanded zones
It is strange. If I am in one spot for more than a few minutes, I will experience multiple waves of scavs. By the end of our raid, we had 32 dead bodies around the Sanitorium.
Got it, ill give 'er a shot.
I have noticed Sain basically zooping to me from the map
Like on woods I would see pmcs chasing shots from across the way
Yeah
Bots will move to firefights
Thats the thing too, when they spawn in, they immediately pathfind to me.
Being silenced is useful
Always am.
Hmm might want to drop the sound sensitivity in Sain to prevent pooling
🤐
32 bots spawning in a raid is fine, 32 zooping to you and dying. Less so
There is a new mod called Live-Like: SAIN Preset that supposedly fixes the insane level of bot hearing. I might try that and the config this weekend to see how my clients like it.
That SAIN preset has helped me with this issue. However my survival rate on the other hand…
I just need to git gud.
Can always manually change it
Personally I dont mind them coming to us
More food for the grinder
How bad is it with the survival rate? Are you finding yourself unfairly dying to dying to things that are preventable?
I dont want to feel like I am going up against some bullshit because and AI is already aiming at me through a wall.
Honestly.
Probably depends on your playstyle
I have it at default (Sain) and only our Chad 'struggles'
It’s a decent balance actually. With the reduced hearing, the harder difficulty on PMCs feels like a fair balance. I was surviving too much tbh. It was a welcome change to my play style. Granted, I’ve only used it for a handful of raids but my early assessment is it’s better than it was before given the AI “wall hacks” before. My current S/R is ~40% now. Was over 80% before.
you can run 32? jesus I can barely hold 20 
Good, good. This will be a huge improvement. Very happy to hear man, thanks for the feedback!
yeah that preset + open zone pmcs + looting bots sounds like its gonna be a hoot
might even get that one friend to stop being snobby about using the flea because "we survive too often" 
same here really
But I remedy that by spending my money on them xD
except im evil
I can see that

Routinely running 45 here without issues. Dedicated client ftw.
Dont forget Questing Bots coming out soon. 🙂
yeah im very excited about that
Ironically i think it was More PMCs?
i run my dedi off the same PC that I run my main and server so I'm pegged to the max when it comes to performance 😦
might have to limit dedi to about 40FPS instead of 60 to get that extra perf back
Would running the dedi locally give you any benefit
I thought that didn't help?
Another computer makes sense.
You gain a slight perf increase running it on the same PC, as it allows you to use more cores than a single Tarkov instance (Since load is spread across two instances)
For me at least, nearly as much benefit as running on a separate box. The main upside of running it on a dedicated server is that it can run 24/7 so my friends can get their ass kicked without me having to be there.
Oh, I have a dedicated server. But not a dedicated client
Dedi client, not server
you get a minor performance increase due to how windows allocates the most active cores and you gain a bunch of stability cause you're not host.
what i like is that my bros can do runs while im away or messing with my stash
What levels does the host think it is
They can do that without a dedi
if you're thinking about ALP, I'm not getting anything unusual. At level 31, which to me is Tier 4: I get a mix between any players from level 14 all the way to like 40-50
sooo I guess working as intended
Hmmm
Maybe takes whichever client is first.
That would make sense
They'd need that for default SPt methods antway
dunno
I notice a large variety of bots in my matches
PMCs can be either PPSH rush B tosic or they are absolute gigachads
recently I've started noticing M856A1 users so that's nice. free bullets at times.
I dont use ALP but its competitor
(I doubt the level part is decided any different)
I have PMC with levels and equip fitting our new guy (10-12) as well as me (24)

Hey! Mind if I DM you so we can test this a bit. I wanted to try something that might fix.
I'm trying to enable Starting pmcs and im getting hit with this
Average EscapeTimeLimit is too high (greater than 2x) to enable starting PMCS
Starting PMCS has been turned off to prevent performance issues.
I'm not rlly sure what this means but is there something i can do to fix it?
Sure, feel free
Check if you adjusted the raid time using SVM or a mod. It shouldnt be that long for starting pmcs
That did it
Thanks
What exactly does morePmcGroups do? Spawns more pmc groups? How much more 😄
Ie why would I turn this on instead of increasing the wave quantity?
average applied X is roughly .25 normally to the total of a chance per number for a roll of another group member
so if you have a number of 4
you'll get like an average (diminished mean) of about 1.5
Right
by clicking that you get an average of 0.5
instead
but because of the mean change it would increase the amount to 2.25 or more
the curve is a linear increase
I'm lost sorry 🙂
click the button.. more groups.
Pretend I eat crayons
Ah so each wave spawns more groups and there are fewer waves
indeed
Understood
👍
Thank you, that makes sense.
What sort of bot limits are you guys running? Default 25?
default 25 with map overrides to 30 on some maps and fewer on others
default mostly.
Cheers
What happens if the bots are at limit and a wave is triggered? Is the wave skipped, or is it attempted again later?
pmcs no, scavs/marksman yes
That Live-Like mod basically only decreases global hearing slightly and gives PMCs and Boss's a 22% chance to headshot and other tweaks that basically made them see you from 150m away and shoot you in the thorax instantly.
I've gone back to default settings, turned down hearing to .4 globally and sight to .8 and it's 1000x better.
better than bsg normal of 300m lol
Is there an actual limit to how many bots could be spawned
yes, alive bots there are limits
and it depends on how many waves are implemented in the mod or profile in the mod
@primal thicket Is there a way to not deploy bots on exfils while a player from a group (while other players are still around) has been extracted? They spawn and are instantly removed because other players are around but sometimes they aggro instantly and then beeing removed.
I think I mentioned it before and its just a BSG bug?
Not sure
Ah well, then nvm
Ive seen that too. Not related to Moar unfortunately
I think it's like the game is looking at the players, sees one leave and has a second to figure out which players to draw it's min distance on
During which allows spawns
just ran into a thing on customs, everything default, killed all the bots and they just kinda stopped spawning, just running around with nothin to kill
New mod, made 10 minutes ago, started 15 minutes ago...
https://github.com/Andrewgdewar/TraderItemLevelDropper/releases/download/1.0.0/MoveTraderItems-1.0.0.zip
Moves items tagged in the config down 1 trader level
that is all
Might be an item mod incompat.
Or A really bizarre roll on spawns
like it's possible for only groups to spawn, have a lot of them, and then none
but that should be rare.
Yeah only time I've seen it
@primal thicket Hey Dew, so made the changes you suggested the other day to scav respawns. They are still respawning super frequently. Every 120 seconds.
My peeps are saying it still is like a wave survival game. I have it set from .5 to .8. Can I up this to 1.6 or more? Would that break anything?
what is "it"
Scav respawns, sorry.
They will respawn close, in groups of 3-4, every ~120sec.
@primal thicket Any input on this? Dont mean to bother, if I need to just tinker with it, I can.
What do you want to happen?
Oh, simple. Just less frequent scav respawns.
Not every 120 seconds lol
just turn down the quantity. keep the distribution the same
but if you want to use presets
you likely want to adjust the values of scavs in the mapConfig
Upping distribution wouldnt space out the respawns?
Something like "scavWaveQuantity": 1.2 -> .6
?
yes
Maybe start with a fresh config. And adjust the pmcwaves/Scav waves in the mapConfig
With total bot count, are PMCs included in that? We have been noticing our maps are quite the warzones.
If I wanted to specify a live-like amount of PMCs and a live-like amount of scavs, can I do that in the config?
Or is that scav/pmcwavecount's are?
Like does this mean there can be 10 PMCs and 18 scavs?
No, it's 10 spawning waves spaced evenly throughout the raid.
I believe each wave spawns up to pmcGroupSize bots.
That is correct for scavs, pmcs I know hard limit the amount. So if it says 9 you will get 9ish pmcs.
Ah so for PMCs it isn't the wave count but the actual number of bots?
Yes
Cheeky 😄
I basically count those that have come beforew
Fair
This was a recent change. As many were complaining the total cound was too variable
Well. They were complaining in different ways but that was the effective argument lol
lol
Yes, it is an art form to figure out what the clients/users actually want.
Because it often isn't what they are literally saying.
So PMC wave count is the number of PMCs, got it.
Similar to the guy that was talking about the extract spawn ins, but on raid start, I’ve noticed on a couple Customs raids here PMCs, I’ll spawn at say RUAF, right near the dead scav body, and while the start timer it ticking down I’m hearing bots moving, and as soon as I get in turn the corner and a PmC had spawned by the tank at RUAF.
BSG PVE sorcery? Side effect of StartingPMCs?
Probably the latter?
Also RUAF is somehow a main spawn area or smth
@primal thicketWas it intended that lighthouse has "Zone_LongRoad" listed twice for scav hot zones? Does this cause any problems? (I did only see a single scav but a bunch of pmcs there in my last raid)
Intentional. That fracking quest is annoying
so if you put a hot zone twice it doubles up?
Yup
oh cool
guess i just gotta reduce pmc quantity. i mean i did fuck with waves as you can see
im not fully sure how you updated the waves to work with extended raid times tbh
when i first started using your mod, you had stated that the waves dont work with extended raid times
Yeah I made on update just for that
so ive kinda just carried on doing what i originally did lol.
tbf the raids never get super crazy
Oh yeah I'd likely just try a default config and use svm or whatever to increase times.
Or you can increase times with mosr
Moar* per map
Normally I would manually change the raid timer in SPT configs but i got lazy and started just adding time with SVM
ill try default configs cause im always having the issue of scavs being kinda rare, although partially cause the PMCs steamroll them before i get there
also gonna add "Zone_Chalet" to scav hot zones on lighthouse cause that quest also sucks a little
You could artificially turn down rogue spawns a bit to allow more bots in the pool as well
can MOAR adjust the rogue spawns? i thought it only added random rogue spawns, not the set ones
so how does the update for extended raid times work? does it do something like "WaveCount * (round(RaidTime / OrigRaidTime))"
2.6.7 spawns are really good Dewar, although I spawned in and a sniper scav was already shooting at me before or right when i spawned, unlucky spawn for me 🤣
assuming that is a result of dedicated client, not a problem though
Just add a exUsec value to lighthouse in the mapConfig and you will adjust the spawn chance of every rogue
Try 25 as a value
ok boss
So the new update seems to have bots spawning ontop of me constantly?
And each other
Just made this
it randomizes wooden crates
so that woods feels like woods
are you using startingPmcs? /
no
Just on complete default settings
I've gone to bed now I'll do some more testing tomorrow
Cool
damn trolled me
?
lmao thanks dude
Updated
For those that didn't see.
this
Randomizes via weighted custom distribution, all the wooden crates contents in the game every time you start a raid
so no 2 raids will be the same
a lot better than only technical supply crates.
Would be good to have things straight up be how they were a few patches ago, but I can't be fucked to go through that much effort.
I have like 4 or 5 mods now that I straight up don't want to write the mod page for so haven't officially released.
I might make a pack and just release them all together, as they are so small.
Hello @primal thicket
I noticed that since MOAR open zones features, bots aren't spawning when using my Path To Tarkov mod.
This is because the "Player" category is added here and here
I think this Player category should be added only when playerOpenZones is true (and this won't be compatible with PTT but I'm fine with that since it's false by default)
bots aren't spawning
( at least on factory, I don't tested other maps)
bots aren't spawning because PTT erase all player spawnpoints to make his own. If all spawnpoints (even bot spawnpoints) are considered as player, it will be removed.
Maybe I can do a fix on my side tho
Customs - Appears to be working as intended?
Woods - All bots spawn at USEC camp
Interchange - All bots spawn ultra upper/lower
Ground Zero - No bot spawns
Streets of Tarkov - Only 2 sniper scavs spawned in, no other bots
Labs - Seem ok? although pmcs are spawning inside of hanger/parking gate when they are closed, more often I would say than outside of these areas (I am assuming these are raider spawn points) spawn waves seem super far apart? probably a settings issue but not really seeing more than 4 bots alive at the same time
Reserve - Appears to be working as intended?
Lighthouse - All bot spawns appear to be in water treatment, zryachiy spawned with his 2 other bots in the correct place
Shoreline - Appears to be working as intended?```
LEDX SPAWN? 
Can you not just load your mod before mine?
Would load order fix this
PTT doesn’t mutate the db, it intercepts the data and modify it on the fly.
So it’s not based on load order.
I think I just need to remove the Player category instead of wiping a spawn point .
I Will give it a try and tell you. Sorry it’s definitely on my side
Yes I have no problem with that, this is the usal way to do it if you want to apply changes globally (for all players)
For PTT it's a bit different because I need to apply different changes by player (and not globally)
so I'm changing the result everytime a client ask for spawnpoints, not on server start, so that's why the loader order doesn't matter here.
Hmm kk
I think you should keep the method but maybe change the player reference
@primal thicket Do you have a sort of write-up on working through the configs? I have been spending a good amount of time with it, but I feel like I have to ask multiple questions a day to work out how to make the changes I am hoping to go for.
Similar to what SWAG+Donuts had on their modpage for "This option does this" etc.
I need documentation, just look at the bepinex description for the most part. The mapConfig should largely be self-evident
Also looking at the presets should give you an idea of how presets can affect things
I understand. I think the little questions seem to still linger for me. For example, for the BotCapOverride, what is the purpose of that? Is that for certain map configs to have increased spawns over the standard global bot cap?
We have a lot of users facing some FPS issues currently. My main goal is to return PMCs and scavs to live-like numbers. Respawns are fine, but Factory shouldn't have 16 PMCs in it over the course of a raid. 🤣
Just change PMC quantity
Though if you want to increase the time in raid, a part of that is increasing total spawns
BotCapOverride sets the cap for that map, ie doesn't listen to the default set in config
If you want better performance look at my potato settings in the FAQ
It will help
Right now with smugglers and bosses spawning in particular
Hard part is, none of us have potatoes and we are certainly struggling with FPS. I assume its AI amounts. I have 64Gb of RAM, an AMD RX 6950xt, and a Ryzen 5800x3D. I get about 30 frames on Woods with every goddamn performance tweak I could make in-game, and outside of the game.
So who knows. I will try it anyways!
Get a dedi running. That will help you.
Use dlss or the potato equivalent for amd
I run @90 fps 1440p dlss on.
Stopped running 4k
Just not there yet
FSR is boof compared to DLSS. Jealous of yall team green guys.
i gained 20-30+ fps by using dedicated client
Thats where we are going, but we have 6-12 people that play on our server.


