#DewardianDev's Mods

1 messages · Page 5 of 1

primal thicket
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Very cool

sharp tusk
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Keep what setting above 2?

sour karma
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SpawnpointAreaTarget

pearl stirrup
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hello as soon as I kill bots, it respawns and makes me lose a lot of performance, like on labs I am at around 300 fps with 8/9 bots alive, but as soon as I kill some it respawns and loses fps and falls below 150 fps with stuttering, how can I make the waves spawn later?

primal thicket
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Spawn less bots in total

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Or change the distribution

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It's on you to read the description of each value in the f12 menu and figure out what you want.

pearl stirrup
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ok I will try thanks

fringe valley
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We´re going into Hardcore Sessions in around 2hours with several maps. I will report issues.

primal thicket
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I'm running hardcore as well

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You can change the seed quite easily

median lake
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Playing the new A7 version.. so far, mostly spawning together (2 players), but had one spawn apart on Woods on all default settings. Also saw.. Tagilla?! No server events or anything enabled, but yeah, saw a random Tagilla out new Outskirts.

paper grove
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He’s a nature lover

primal thicket
median lake
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I spawned about in the middle of the map near the sniper scav mountain, he spawned on the western edge by ZB-14.

primal thicket
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Strange. Opposite exfils?

median lake
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I think so, he died so I couldn't confirm.. but exfils have been fine and matched up for the other two runs so far (and for me, for that run)

primal thicket
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You could try increasing the spawn range value in the advancedConfig, but that just sounds like bad luck

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I have yet to see the issue myself yet.

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Basically the new version gives you 5 or so spawnpoints to land on. You might have got unlucky with those

median lake
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I see, will try to keep an eye on it as we play- .. at least there's exfils though!

primal thicket
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Yeah 100%

median lake
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And one of the new, cheeky sniper scavs at sawmill had us double-taking.

primal thicket
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I haven't had one missing since the update

primal thicket
median lake
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I did see that several versions ago, but so far all the other new ones have been working/aggressive, but I suppose it's also possible I've missed some or walked by them.. hmm..

primal thicket
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Could be

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I have removed most that were dumb

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Once this release is confirmed stable I'll start adding back a few spawns and snipers

median lake
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Oh! I guess it defaulted back to Random preset, it may have just been boss invasion lol. I've just never gotten it randomly.. I'd chalk it up to that

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I just didn't notice the preset for that match as I usually set it manually

primal thicket
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No worries!

median lake
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Okay, another Woods raid, we spawned apart and have separate extracts (mine are SW, his are SE - I spawned up by Friendship Bridge, he spawned above ZB-14)

primal thicket
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That's strange. You sure you have updated the .dll in all installed versions?
Clean install on the server?

sharp tusk
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we aren't supposed to just be overriding the past version? it has to be clean each time?

primal thicket
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In the latest yes

sharp tusk
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I think ive installed on-and-over like 4 MOAR versions now

primal thicket
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Ideally

median lake
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Yes, I manually removed everything mod-related

primal thicket
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It likely is fine, but for those giving feedback on cutting edge builds I'd prefer a clean install

primal thicket
primal thicket
median lake
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Oh, sorry - listen server, no dedicated. No other spawn mods

primal thicket
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@fervent holly have you seen separated spawns happen with fika before?

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Any known cause you can think of?

fervent holly
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You are most likely injecting something the clients are not aware of, as it looks by name in the base game.

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E.g. if you spawn at "TankardPMC01", it sends that name to other players and they look for it and spawn there. It will be very verbose if it can't find it in the logs.

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Do you have a log?

primal thicket
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I have seen no issues in the log at all. Users just end up elsewhere.
If I had a name that was just a UUID (as that is all the empty player ones are) I'd imagine it should send that to the players and it be fine

fervent holly
primal thicket
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Yes

fervent holly
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And you are seeing that in the logs?

primal thicket
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Yes

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Well I am seeing the above

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And no errors

fervent holly
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Please send a log

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From when it happened

primal thicket
fervent holly
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Either

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Bepinex output is fine

median lake
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I haven't really had any issues that had me peer into the logs, which logs do you need?

lethal orbitBOT
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Having issues finding your log file?

You can find your log file at %AppData%\..\LocalLow\Battlestate Games\EscapeFromTarkov\Player.log

fervent holly
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Please make sure it's a log from when it happened, if you started a new raid or restarted it'd be bad.

median lake
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I'm out of this past raid, but on the menu still. One sec..

fervent holly
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@primal thicket what are doing with spawn points in your client mod?

median lake
fervent holly
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@primal thicket
It is in fact not working

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This is how it finds it

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This is how spawnpoints are initialized on the client

primal thicket
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I think I know whu

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I create those points on the fly

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The local clients likely don't pull he location before getting the points

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Ie I need to create all spawnpoints and their IDs before the client connects

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Which I can do

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I think the spawn apart is likely caused by that. But why would it be working for me with my fika server then?

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And my clients

primal thicket
fervent holly
primal thicket
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Ie I think the copy of other clients, and their local spawnpoints, are likely out of sync

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I know what I can do to fix his I think.

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I'd like to keep the new spawns though so will have to think about how to do that.

shadow siren
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Hey, I think that's what you were talking about earlier but we spawned apart too twice, Scav and PMC with 2 and 3 mates of mine

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on 3.0.0

primal thicket
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V8 coming soon. I know now the cause/issue so the fix should be relatively easy.

sharp tusk
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Nice!

fringe valley
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Btw, with the preset weights. If i do "live like" to 100 and the rest is 0, it will always use this preset, right?

sour karma
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if you do livelike 1 and the rest 0 it will always use livelike. or any number.

fringe valley
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Ah well, okay.

fringe valley
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@primal thicket Alpha 7 works nice. At least our 4 Raids, each time a different playerspawn on Woods. Sniper Scavs have been there also.

primal thicket
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it's still broken

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I got 8 out the door just now

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Should relieve all issues

primal thicket
primal thicket
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Just confirmed the spawn apart algo workss

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We spawned apart and were 10 meters from eachother

sturdy creek
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Is there any option for minimum spawn distance for bots or am I just blind and not seeing it ?

primal thicket
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There is, but it's path traced

primal thicket
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Ba.. still have the occasional no exfil spawn

sturdy creek
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yeah

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just got one

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0 exfills

keen tundra
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Customs raid with 4 of us on the latest build, 2 spawned together NE of Dorms, one spawned near Bus Station, and the last spawned by Warehouse 7. 2/4 of us had extracts while the other 2 did not

fervent holly
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Dewar, are you assigning all properties to the custom spawn points?

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I can't find the source code for the client plugin.

haughty matrix
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another run with no extracts, 3 players fika on woods spawned at Factory Gate

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another woods w no extracts, 3 players fika spawned on top of the big rock

pure saffron
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2 runs solo with fika installed, no extracts with latest build

brisk breach
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it sounds like the entry points don’t have a side assigned to them

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at least, that’s something i’ve noticed in the past, if you don’t give the spawn point a side, since all exfils have side requirements (even maps that don’t have separate infiltrations like factory iirc)
i'd take a look at a dump of the map data's base.jsons from memory after mods are loaded, and make sure "getClosestInfil" is populating Infiltration properly

nawh, i dumped the map data, all the spawn points (for ones marked as for ‘players’, at least) seems to have the correct infiltration point, so it's not that

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(3.0.1 alpha 7)
on the server, i did wipe out all the custom player spawn entries (didn’t know if that was a bad thing or not at the time, a friend kept spawning dead on Shoreline on a previous 3.0.0 version so i wiped them as a precaution when updating today)

three people playing in a co-op match, one spawned away from the others
no issues so far about missing exfils for us after a few raids, but we either have been lucky or it’s related to clearing out the player spawn points

brisk breach
sour karma
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not anymore

brisk breach
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understood

primal thicket
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Yeah switch off of alpha 6+

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Alpha 4 is somewhat stable for now

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8 has the extract bug

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I will do some testing on a few builds tonight

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If I can get some testers to run a few raids for me.

primal thicket
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The client mod link I'll send one sec

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@fervent holly

fervent holly
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Reason I'm asking is that if the spawn point is missing the valid exfils, this happens.

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I can't find any trace of that being assigned.

brisk breach
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i thought that’s serverside

fervent holly
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He is injecting some spawns? He hasn't really explained how he does it.

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No, he is not setting that property as far as I can see on the server code either.

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Github search might be missing it, though.

brisk breach
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isn’t it Infiltration, that is on each spawn point (serverside), which every exfil that matches will be added to their extraction list?

fervent holly
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Correct, and I can't see it being set.

brisk breach
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it’s being populated by a function called “getClosestInfil”

primal thicket
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It's happening server side

fervent holly
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Have you verified that the client gets it?

primal thicket
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I think the issue isn't the spawns but the syncing of the spawnlist

fervent holly
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I can't wrap that logic of that function in my head, it's really weird.

primal thicket
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It's not classes

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Lol

fervent holly
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?

primal thicket
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It sort via vector the entire spawn list and gets the one with the closest exfil

brisk breach
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and from what i saw when i dumped the map data, each of the spawn points for players do have Infiltration set properly

i’d check in unityexplorer or using debugging, checking on the player class to make sure their infiltration point was properly assigned to them

primal thicket
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It does, it adds the new points

fervent holly
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Yeah, I'm aware what it does. It's just not how I would do it, I guess.

primal thicket
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A better question

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What is the callback or hook that looks at spawns and determines them

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Maybe I can override it

fervent holly
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When you start a raid

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You get the settings for the map

fervent holly
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Realistically the data should be there.

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As in, you should inject this data into the config itself.

brisk breach
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(fwiw, i cannot reproduce this issue with even not touching the configs at all)

primal thicket
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Hmm

fervent holly
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Has anyone provided logs?

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No..

brisk breach
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…does it only happen when people are running Fika?

fervent holly
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I'd think most people here are using it

brisk breach
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because my tests were in a fresh SPT install without fika

fervent holly
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Haven't followed the other thread

brisk breach
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and i haven’t gotten the issue yet on alpha 8

fervent holly
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I can guarantee that the problem is that there is no data set because something is missing.

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So infil is empty.

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That's the only real situation where exfils are empty.

brisk breach
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with Fika, like i mentioned, out of paranoia for now i wiped all the spawns from the player spawn json

so far nobody has run into it on the Fika server with alpha 8

fervent holly
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If the spawn points are injected into the config, this won't be a problem. I am however unsure how Dewar dishes this out to the clients.

brisk breach
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it’s just being injected into the server database.locations.[map].base

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the coords are hardcoded, and it’s using that function to set its infiltration point

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i dumped it, and all the new spawns are there, and the infil points are there

fervent holly
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And all the new spawns are verified to spawn as GameObjects?

brisk breach
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i assume the client just requests it as normal and receives it,

fervent holly
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If they're in the config, yes.

brisk breach
brisk breach
brisk breach
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then yes they’re there

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it’s populated programmatically, but it seems totally fine on the server side

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so yeah i’d look into the client side, i don’t know a lot about how it works there

primal thicket
primal thicket
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I may need to ensure somehow the points are in the db

brisk breach
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i actually didn’t know the client has anything to do with spawn points, i just thought it requests a spawn point from the server, puts you at those coords, adds the infil to your player object, and the exfil list is hydrated from that

brisk breach
primal thicket
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Or it could simply be that,
I have overlapping spawnpoints between pmcs and the player

brisk breach
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good lord.

primal thicket
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I used to cull the nearest 10% of points to the player spawn

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I now do not

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So if a PMC has spawned prior to the player somehow

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The spawn system may throw the player a distance away at the only available point

brisk breach
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that's a dump of the customs map database

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your spawns are in the list, and they look valid to me

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(i have my own mod that loads dead last and dumps every database and config to a folder lol)

primal thicket
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I think it's likely because they are limited

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I programmatically zero out unused player spawns

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Maybe I should be deleting them?

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If I don't want them used

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On game start

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Well on preset roll I should say

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On raid end usually

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So the issue is likely due to my culling of usable spawns

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I basically want to remove all but the 4 nearest spawns to narrow down where the player will spawn

fervent holly
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Realistically, log where all the logic happens and send out a new build.

fervent holly
brisk breach
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yeah, i was going to say, throw in logging to make sure the client has all the necessary exfil data

fervent holly
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You would want to patch CreateFromScene, and Prefix it by dumping parameters.

Also Postfix it and print the data in dictionary_0 of the resulting SpawnPointManagerClass.

brisk breach
fervent holly
primal thicket
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Moar is attempting to use a new spawning cascade system

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By knowing which spawn the user will be at

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I can programmatically have waves spawn out from there

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To reduce total bot spawns required while simultaneously having the perception of More bots around

primal thicket
brisk breach
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throughout the raid then, you start enabling spawns further and further away?

primal thicket
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I just order the zones the bots will spawn in

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And as that seems to be the order that the zones are consumed as well.

brisk breach
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does the spawn that the player(s) originally spawned in at ever get disabled?

primal thicket
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I don't set the spawn myself

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That's the issue

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I just reduce spawns down to a single selection and then a few nearby ones

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I let the game make the selection from that

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But he issue appears to be that isn't working

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I'm guessing the selected zones have pmcs in them or something else

brisk breach
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sure, but after the game selects one, does your system ever disable it afterwards? like, pushing AI spawns further and further away?

primal thicket
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No

brisk breach
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ah okay

primal thicket
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The bots have times on their waves

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So as the waves progress they spawn farther from the zone

brisk breach
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ohhh, okay

primal thicket
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Hence the cascade

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The current issue

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Is the assignment of the targeted zones

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My initial guess is that reducing the spawn radius of the players zone will fix this.. but obviously cause problems

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So culling the 10% of nearby bot spawns would likely alleviate the issue

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But not entirely remove it in the case of boss spawns

brisk breach
primal thicket
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Thanks for the convo gents

pearl stirrup
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Hello, do you know why the bots spawn at the exit in the hagar door and garage door, so they kill each other behind all by themselves?

haughty matrix
pearl stirrup
sharp tusk
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i got a pretty questionable spawn on factory- dunno if that's due to this mod or base tarkov. Spawned on one of those open railings, right in the middle of the map. Couldn't sprint to cover over at the covered catwalk leading to the office in time and got shot

primal thicket
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That's a scav spawn

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are you on latest v8?

sharp tusk
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shoot i actually do not remember if i was a scav for that run

primal thicket
ivory thunder
ivory thunder
primal thicket
ivory thunder
brisk breach
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oooh, big commit
did the logging end up showing anything?

fringe valley
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Alpha-9 no changes to the Moar.DLL?

primal thicket
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nope

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just server side

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from 8 anyway

primal thicket
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I should do the logging but I looked at the difference between alpha 4 (which is pretty stable) and alpha 8 and recognized what may very well be the cause of the issues

haughty matrix
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on build 9, encountered players spawning apart on labs (group of 4 = pair of 2, then 1 alone, then 1 alone)

keen tundra
sonic tinsel
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if you can get them

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from what i can tell, you spawned in the correct place.
Retrieved spawn point id '82b09cba-18a5-416f-ac88-5ad3b4646cf4' from server, and the dedicated client matches that spawn point

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be interested to see if their logs show a differerent message

keen tundra
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I'll have to try and get their logs tomorrow, we went ahead and went back to build 4 for the time being and both of their player.log and player-prev.log were overwritten by the raid we just got out of sadge

Convinced them to try again, will upload theirs if we run into the separate spawns again

sonic tinsel
keen tundra
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After putting build 9 back in, we tried a 3 man run on Labs where we all spawned as a group correctly in the basement, then tried 3 test runs on Woods as a duo and those also spawned us correctly. My duo partner and I did note to each other that we don't recall encountering this issue with just two of us, but at 3 or more we intermittently run into the issue on select maps. We've seen it happen on Woods with builds 5-9, Customs with builds 5-8, Shoreline/Labs/Reserve/Streets/GZ/Interchange all at least one time. I'm fairly certain Lighthouse and Factory are the only maps it hasn't happened to us on yet (although we admittedly don't play either often)

fringe valley
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With alpha7 we had it yesterday in lighthouse. 3 runs with 3 players. Split spawns, one spawned at beach and two spawned near longroad. Factory was always together. Shoreline we had 6 runs with 3 players, always together spawned.

pearl stirrup
primal thicket
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Always have exfils though hey?

primal thicket
primal thicket
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The default spawns/reducing the number of appropriate spawns are likely the cause.

primal thicket
primal thicket
primal thicket
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Alpha 4 has only custom player spawns. Thus why the spawning apart almost never happens.

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I am thinking the other clients don't have the diminished spawnpoints and I may need to pull the location from server prior to them starting raid

fringe valley
# primal thicket Play alpha 4 or 9. 5 - 8 may have the exfil bug.

With Alpha-7 we only got one no-exfil, right after server-start. Then only sometimes the split "feature" of the group (we like it 😛 ). I´ve upgraded to Alpha-9 today, but we did no runs yet. We will test later on. For me it is fine to get some bugs with Moar, that´s why we´re testing it. Told my mates to backup the logs for now on if something happens.

keen tundra
# primal thicket Question, where you spawned.. was it in a dip? Occluded by bushes or trees?

All of our raids did have extracts which for us was the biggest thing. The N USEC camp spawn was on a hill near some trees and rocks, my own spawn was in a little dip to the E of Scav Town. I'm not confident where specifically the last spawn was by Military camp, but 2/3 had some sort of bush/tree/terrain occlusion at the least. We do have nameplate occlusion turned on in FIKA settings and none of us could see each other's plates on spawn

fleet kraken
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alpha 9 been fine for extracts on customs and reserve

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had 1 instance of spawning apart on customs

primal thicket
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It's the spawns themselves that are the issue

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I may try just raising the spawns by a meter so you fall on spawn

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This may alleviate the occlusion

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I could also make it so the rotation is random

keen tundra
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I'm happy to continue testing any changes this evening, MOAR has been fantastic outside of the couple extraction free raids and I wouldn't want to play without it anymore

primal thicket
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Thanks buddy

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Why alpha 4 doesn't have this problem is largely because i removed all native spawns

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only custom spawns exist for the large maps

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I wanted to reintroduce the vanilla spawns

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But I'm seeing this spawn apart issue with them

keen tundra
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Cursed game jjjkekw

primal thicket
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What I'm not understanding is how the game chooses the spawn location for the others

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As I am intentionally culling all spawns except for a select few nearby to the other player

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So in theory (and I've seen this on my games) if you spawn apart, you should spawn within 50 meters of your crew

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It's almost like the location data is out of sync between the clients

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I may try a small change to the bepinex to nudge the location every time you hit the map screen

keen tundra
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I'm not sure if it's relevant, the woods raid we had where we were apart, the USEC camp spawn had the goon squad spawn up near him (he died near immediately) and it seemed like there weren't many/any AI nearby the other two of us, myself being the server + dedicated host

primal thicket
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whoever initiates the raid has the camera and spawnpoint associated with them I'm pretty sure

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regardless of server/dedicated location

keen tundra
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That would've been me for that raid in particular, over by Scav Camp, so a good distance away (although I'm not sure precisely how your spawning works, just that I like it so maybe that was normal behavior)

primal thicket
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If you were in a ditch, and you buddies if aligned behind you would have hit anything or been off the ground, that may be the cause

primal thicket
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@fervent holly I have made a prefix patch for MatchMakerAcceptScreen.Add that hits the PatchConstants.BackEndSession.GetLevelSettings(), refreshing locations
When does the dedicated client pull the latest location information I wonder?

fervent holly
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No idea.

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Where does the client normally do it?

primal thicket
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on start and after raidend

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start being initial load

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does the dedicated "navigate" to the start raid screens?

fervent holly
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Yes, but in 3.11 it won't

primal thicket
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hmm

fringe valley
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Wasn´t there a special event added for the raid Start?

primal thicket
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I want it just prior to raid start

primal thicket
fervent holly
primal thicket
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I guess so yeah

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Makes sense

primal thicket
primal thicket
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Makes all clients pull location data before raid

primal thicket
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So far in 5 raids, no issues.
One spawned apart, but was 10 feet from us.
(which is what the new system should be doing)

primal thicket
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Okay I released v10

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I have run 10 raids with it.

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And spawned apart 3 times (all nearby) with my teammates.

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I have not seen the no-exfils bug return.

brisk breach
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hell yeah, will try today :3

primal thicket
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Let me know if anyone sees weirdness

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The only bug I am aware of is the spawn apart issue at the moment.

keen tundra
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Can't wait to try it out this evening with the squad, been a flawless experience today on my solo runs

primal thicket
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Glad to hear it.

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I haven't seen the issue yet, but have been running mostly GZ and customs

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So the spawn-apart thing may still exist

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Remember to update your .dll as there is a change in there that is needed.

ivory notch
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Just want to drop in that debugging and diagnosing the spawn issues must've been an absolute nightmare of an ordeal. Hats off for the patience, persistence and skills to get this up and running. I'd have given up long before.

primal thicket
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Thanks buddy.
Also have been loving your mod!

haughty matrix
keen tundra
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On my end, 3 Customs/1 Lab/1 Woods run all without any issues using a completely fresh Alpha 10 install. Couple comments from my buddies about having not seen the a couple of the spawns we had too, overall good experience for us tonight

brisk breach
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yep, spawned apart on Labs each time, on alpha 10
edit: spawned WAY apart on Lighthouse, one on construction in the middle, one in the trainyard to the north, and one all the way near the southern road extract

haughty matrix
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are there any controls for cultist spawns on nighttime woods/customs/shoreline?

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if i add sectantPriest to bossConfig.json does that affect nighttime only or also daytime?

ornate fiber
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Night time only

haughty matrix
ornate fiber
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Or more specifically, i think it tries to spawn them at day but whatever blocks cultists during daytime still blocks it

alpine swift
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Yeah, at base Cultist spawns check the time

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If time =/= night, then no spawns

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Day Factory MAY work, since its... yknow, its own map

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MAY

brisk breach
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also, on Labs, we had several cases where enemies were spawning under the basement floor (could see their lasers tracking us through it)

summer tangle
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Spawn apart bug on 3.0.1 on Shoreline:
(blue markers are our general locations)
Are these reports helpful?

primal thicket
alpine swift
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I wanted to say, this one isnt too bad

primal thicket
brisk breach
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alpha 10, yep

summer tangle
primal thicket
# brisk breach

I may throw together a quick swit h in advanced settings for fika users to only user player custom spawns

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I've had zero issues with those

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That's why alpha 4 is stable

haughty matrix
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is it not around in version 3.0.0 anymore or am i mandela effecting it

primal thicket
haughty matrix
primal thicket
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That, no, I need to manually kill those spawns

rough wolf
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Does MOAR need to be installed on the dedicated?

sour karma
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the .dll does yes

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if you are using anything version 3+

median lake
#

Any way to scale up the rogue spawns? We're getting raids, no matter what preset, with only ~3 rogues in the water treatment area... It used to be a lot more dense IIRC.

visual vector
#

I think a lot of the bot max was taken up by raiders behind the hangar/parking gates

rough wolf
haughty matrix
haughty matrix
#

i wonder if repeating "exUsec": 100, lines adds more spawns?

median lake
#

nice, I wondered about that from a previous version.. will try it next time!

primal thicket
primal thicket
#

You can turn off performance changes as mentioned on the release notes

haughty matrix
primal thicket
#

It'll break the json

rain escarp
#

I'm confused here. My MOAR isn't spawning ai at all. It's actually disabling ai altogether. Is there a conflict with Question bots or realism?

primal thicket
#

Realism

#

For sure

#

You need to load realism first and turn off realism bot changes

#

At least spawn related shit

rain escarp
#

Must've been my load order. I put the mod back in and it works now

fleet kraken
#

played for like 6 hours today with alpha 10 on a few different maps

#

as a duo

#

on dedi

#

had a good variety of raids

#

it could just be a coincidence but the only times we spawned apart was when I started the raid before the other player had reached the "waiting for host to start" screen

primal thicket
#

I saw this too actually

fleet kraken
#

had made a point of waiting for that screen and the 2 times i forgot we spawned apart

#

also been messing around with the config options to spice things up and it's all working well

#

it feels like when boss invasion happens sometimes followers from the boss that's invaded run in circles or against walls

#

might just be a sain/ai thing that happens anyway

#

it might even happen to boss followers that are supposed to be there too but need more data

#

but otherwise its been hilarious to bump into bosses/raiders/rogues where they shouldnt be

brisk breach
rain escarp
#

So the raid I managed to get ai in was a solo one. When I loaded into a raid with my friend we saw no ai again

#

Does my friend have to do anything?

#

It should all be on me as the host right?

fleet kraken
worldly helm
#

sorry if this isnt the right place to ask for some reason I cant use MOAR 3.0.1 with realism. 2.6.7 works fine but when I use 3.0.1 bots just dont spawn is there something I need to disable or just an issue with realism?

sour karma
worldly helm
#

I saw that I've changed my load order still no luck. Will just stick to 2.6.7

earnest lodge
#

did you read the other half of it?

worldly helm
#

I did but I dunno what setting in realism change bot spawns

upbeat dock
#

Need help! I got MaxBotCap set to 18 but I just loaded in a raid in woods and I had around 25-27 bots loaded in on the map. Any ideas as to why? Using MOAR 3.0.1 Alpha 10 btw

paper grove
#

Bosses dont care about the cap. At least they didnt last time I asked.

upbeat dock
#

No bosses spawned in, They were all Scavs and PMCs

primal thicket
#

Likely bloodhounds are some other boss type

#

Like smugglers

#

Those also act as bosses and don't respect the cap

snow bough
#

Smugglers replaced bloodhounds (they re-used the bot type and just renamed and reskinned it)

rain escarp
#

Does smuggler/bloodhounds spawn normally with MOAR?

alpine swift
#

They spawn sometimes normally just with SPT it seems

paper grove
#

Bloodhounds have a value in boss config. Smugglers… like the Changeling said they just sorta show up.

paper grove
snow bough
#

Just smugglers, bloodhounds no longer exist

paper grove
#

ahhh ok, cool, good to know. I shall adjust my spawn weightings accordingly. I had gone low on what I thought were the Bloodhounds and we have been like man... where the fuck are the Smugglers. Thanks man!

#

So what is the "Crazyassaultevent" id then? Just a bucketload of scavs?

snow bough
#

I don't know what they'll show up as, they no longer exist in the locale file

paper grove
#

ah ok, I'll just not use it then, easy.

snow bough
#

They could just show up as Scavs honestly, I'm not sure

paper grove
#

I thiiink it is just a big scav bomb. I was seeing something awhile ago that was dropping like 15-20 scavs in at once, it may have been when I had a value for that "boss" type. dont 100% remember though.

noble pelican
#

Moar seems to randomly reset sometimes when launching my Fika server. Could it potentially be due to modsync or is this a known issue?

primal thicket
slim silo
#

is there a way to set a hard limit on the number of pmc's/ scavs that can spawn in over a whole raid

#

with moar

late relic
#

hey Dewar, I'm having the opposite problem of someone above, I have bot cap set to 50 yet I hardly ever see total bot acount above 10-13, should I just increase number of waves? not running any mods that modify raid times, am on 3.0.1 from the hub

late relic
#

am running sain/looting bots/questing bots

indigo spruce
#

I know both the dedicated and game client need moar.dll - does the game client need the user folder with all the configs, or just the BepInEx folder with the dll?

uneven wind
#

User folder is the controller for Fika +Moar

brisk breach
indigo spruce
#

thank you

indigo spruce
#

wait, if I run spt.server.exe out of my game client folder, do I need the user folder after all?
I read a comment from Dewar saying config.json is read by the server (which I assume means it's not read by the headless host)

brisk breach
#

then yes you need the user folder

#

wherever you run the server from

indigo spruce
#

and then I edit the configs in my game client folder where my server is, not my headless host folder?
I'm confused because I thought the headless host handled spawns (so I should edit spawn configs there), but MOAR is a server mod (so I should edit spawn configs there instead since the configs are in the user folder?)

earnest lodge
#

you edit moar settings on the server, yes

tribal shuttle
primal thicket
#

That's weird. Are you saving?

tribal shuttle
#

I do. I usually run headless, but both that and regular seems to work that way for me. I can test more a couple of hours later today or tomorrow and send any necessary logs.

primal thicket
#

You should increase bot per zone a bit as well.

#

And keep in mind some maps have one zone

#

Like factory and gz

paper grove
#

So if GZ is one zone and my bots per zone is 6 or whatever is default. How do I end up with peak bots alive of like 15+

willow galleon
#

i imagine the alpha is still fairly experimental? worth staying on 2.67 if im not helping much with testing?

haughty matrix
#

havent run into major issues so far

brisk breach
#

have been sticking to 3.0.1 alpha 4 for now, very pleased with it

willow galleon
willow galleon
brisk breach
#

if you’re not with other players, then nothing wrong with the latest

#

friends just got tired of spawning across the map every time x3

primal thicket
willow galleon
#

does the dedicated client also need the moar config from the f12 menu?

#

actually, i think i just figured things out

primal thicket
#

Yes it does

tender scarab
#

@primal thicket Bruh, Latest patch definitely making some headway on performance 👌 probably 15% or so more fps if i was to guess, off the bat havent tweaked much yet

#

latest patch on MOAR** i should state

primal thicket
#

Thanks bud.

From my metrics only larger maps are seeing those kinds of gains.
Most smaller maps are only seeing performance improvement largely from the spacing (customs is a good example) as the expanded spawns mean less chance of bot on bot fighting.

tender scarab
#

ah i see, yeah im on shoreline atm, and definitely feeling it. Seems a bit quieter, but could be that im just not hearing the action i was before due to less pmc vs pmc spawn conflict

#

put settings the same as i had before, except a couple that were to do with spawns distances i think, i dont remember changing intially so i left

upper spruce
#

Just to check, is this expected when changing the spawn chance for every boss to 100?

bright mural
#

Im still a bit confused on how to set a certain bot limit with MOAR cause i notice around 20 bots on reserve but id prefer around 16 or sso no more no less, and im not sure that messing with the fika core would mess with it in anyway

tender scarab
#

keep in mind, bosses, bloodhounds, rogue bosses etc will ignore it

bright mural
#

Noted

#

any idea why the game be only using 30% of my processor

tender scarab
#

because cpu technology in the current climate is rubbish and so is optimization haha, its using 1 core and reducing everything else to match it sadly

#

few tweaks you can do, but for the most part its a perma bottleneck sadly

#

most of us are sitting at low usage and low fps, big rip

bright mural
#

Alright as long as its not just me 😭

alpine swift
#

Less CPU tech and more BSG/EFT only using singlecore

primal thicket
naive pike
#

Hello, i have an issue my mates spawn across the map any solution on that?

rain escarp
#

Removed moar and now I get these error

primal nova
#

looks like you didn't remove the moar plugin

rain escarp
earnest lodge
#

then maybe the server half and it's trying to call something in the plugin part?
Or your launcher is pointed at the wrong install

brisk breach
#

make sure you don’t have MOAR.dll in any of those subfolders

#

just use search from the top right corner

tender scarab
#

ty mate

primal thicket
#

The vanilla spawns cause that on occasion

naive pike
primal thicket
willow galleon
#

where do i set the preset that moar starts with, currently its on random but i cant find the config line to change it

#

found some forced preset static member and just changed that

visual vector
#

user/mods/DewardianDev-MOAR/config/PresetWeightings.json

willow galleon
#

thanks, thats a better solution, i thought about changing those but didnt for some reason

olive vapor
#

Hello how can i make scav spawn more frekently because i have almost no scav, and when they spawn they all have sniper kit, and their are only 1 or 2 for the whole raid.

hallow ruin
#

hey is it possible to deactivate MOAR just for labs? I played 3 rounds and almost all PMCs were spawning behind gates

shrewd palm
#

^ same thing happened to me

keen cape
#

I keep getting scavs spawning in the exact place that my extracting buddy was in as soon as they extract.

visual vector
#

^I think this is a known bug

#

I also get the same thing

keen cape
#

Coolio. We've just started extracting one at a time while keeping a close eye on the extract zone.

willow galleon
#

i did go from alpha9 to alpha10 and now trying 9 again

fringe valley
#

Car Exfils (ex. GZ High) dont work with Alpha 10.

brisk breach
#

i dont think thats related at all to MOAR

fringe valley
#

I think it is, as the previous alpha´s worked with this.

hallow ruin
#

I didn't had issues with alpha 10

paper grove
#

Exfils can break as a result of having a bad spawn point but. Im fairly sure Dewar squashed all those issues.

#

But also its usually ALL exfils that break. Not specific ones.

fringe valley
#

It rather works to exfil, but after the cartimer got zeroed, you get into spec mode and can not even use F8 to extract. So it is not broken as the mentioned "no exfil is working" thing 😉

shrewd palm
#

has anyone else been getting crashes when the server sends spawn positions to clients other than the host? It only happens like ~1/5 times my friends load in but its annoying.

#

im running latest fika with these server mods

#

& these client mods

#

this is the line it stops at in BepInEx/LogOutput [Info : MOAR] Attempting spawnzone updates

south hatch
#

love the mod, been playing a bit with my friend and have come into a few minor bugs in regards to spawning locations. Major two I get are: 1.) sometimes when spawning on customs we spawn into the raid with broken legs and fractures (I assume obviously we were spawned up high and fell down when we spawned?). 2.) bot spawn locations do not take into account player's distance. Ive had MANY raids where ive obviously crossed a spawn point and a scav/raider/pmc has spawned DIRECTLY on top of me. Ive had this happen on all maps, customs dorms, shoreline resort, reserve bunker (worst offender). Apologies if ive repeated an issue someone has already had or has been solved, just wanted a heads up!

primal thicket
#

On hiatus, locked down for study prep. Be back soon

paper grove
#

Have fun storming the castle!

paper grove
#

Anyone else here remember where the bot cap per map is? Or am I insane and that wasnt ever a thing?

sour karma
paper grove
#

Hah. I thought so. Its just not there for the default install. Im not crazy!!! (Maybe)

#

Much appreciated sir!

hallow ruin
#

can we increase the amount of bots in labs with MOAR?

paper grove
#

Yes

#

See Shynds reaponse to me.

hallow ruin
#

thats the max bot but I only get like 1-3 bots per labs round

#

so I don't even reach the max bot amount

#
  • they spawn behind locked gates/extractions Oo
paper grove
#

I know Dewar was working on a fix for those spawns. You may need to just go create spawns on your own and remove the problematic ones.

hallow ruin
#

hmmm that solves one problem

#

so I assume you are using MOAR? can you confirm that the spawns in labs are weird in numbers?

paper grove
#

I havent been in labs for a minute so Im not sure on those spawns.

hallow ruin
#

it feels SUPER empty 😦

#

even after 5min

#

I can't be the only one with an issue in labs

paper grove
#

basically the way it works is the wave count in map config multiplied by wave quantity is how many guys you get

hallow ruin
#

I will try setting the spawndelay to 0 and see if it changes anything

paper grove
#

up your pmc count on the map config

#

wave count

#

and see what happens

hallow ruin
#

"pmcWaveCount": 10,

#

that?

paper grove
#

yeah

hallow ruin
#

"initialSpawnDelay": 0,

#

I set it to 0

paper grove
#

just make it a stupid high number and see what happens

hallow ruin
#

lets see if there will be a difference

paper grove
#

that way you know if its even effecting it at all

hallow ruin
#

good point

#

its better

#

but

#

check the spawns

#

both gates are closed and they spawn there D:

primal thicket
#

It's known. I need to manually wipe out those spawns.

hallow ruin
#

ah okay then

primal thicket
#

The spawn quantity is weird, that should be nornal

hallow ruin
#

I disabled the QB spawns so I don't know whats affecting them

primal thicket
#

Basically those are vanilla tarkov spawns, here are also some under the ground because battle state.

hallow ruin
#
    "sniperQuantity": 0,
    "initialSpawnDelay": 0,
    "smoothingDistribution": 0.9,
    "mapCullingNearPointValuePlayer": 0,
    "mapCullingNearPointValue": 0.9,
    "spawnMinDistance": 30,
    "pmcWaveCount": 20,
    "scavWaveCount": 0,
    "zombieWaveCount": 12
  },```
#

I did some testing by setting the delay to 0 and wave count to 20

primal thicket
#

Reduce the map spawning near point values to 0

#

And maybe he spawn min distnacet

#

The map may be smaller than my estimate

hallow ruin
#

could be. let me do a test with 10 distance

#

the distance is set to 15 in factory and its comparable in size?

#

can I remove those spawns myself?

primal thicket
#

Nope. Only vanilla ones are used

#

Need to murder those

hallow ruin
#

Would love to get those erased. I wonder how it works on EFT with these spawns Oo

shrewd palm
#

they're raider spawns for when you press the button

paper grove
#

Yeah. PMCs shouldnt be spawning there technically.

hallow ruin
#

one PMC spawned next to the BEARs + 3 scavs after a few seconds right next to them 😄

#

is this supposed to happen?

hallow ruin
paper grove
#

yes, thats the bug

#

am I missing a step to make the spawn point overlay show up

shrewd palm
#

bc you said i wonder how these spawns work in eft

hallow ruin
#

oh right

hallow ruin
#

Can we remove those terrible bsg labs spawns ourselves?

#

The ones that are behind the locked gates

spark nexus
#

does anyone know if Rogues and bosses always slow walking has anything to do with ALP? i figure it's either that or something to do with server value modifier

paper grove
#

you may have something going on somewhere. ALP or SVM shouldnt be touching their AI that would be SAIN

halcyon lynx
#

if you add a mod that removes ammo weight that will fix it instantly

fervent holly
#

Just disable weight in SAIN

halcyon lynx
#

or that

#

forgot that was a option

#

Anyone know if there is a easy way to dissable ALP changing the loadout of bosses?

spark nexus
#

Thanks gents! Managed to get it sorted, the issue I was having was with the softcore mod specifically. It multiplied the ammo stack cap by 10, so bosses were walking around with like 12000 rounds of ammo. I ended up going into bossconfig and just reducing the stacks of ammo they would carry to 10x less to mirror the 10x stack increase

#

@halcyon lynx there's a setting you can change, I'm at work so I dunno which config file but it's featured on the ALP mod page

halcyon lynx
#

awsome i will take a look

#

ah it seems its lumped under the nonpmcbot setting

#

geuss i will just put all scavs back to default

fast plover
#

does "Bot changes" need to be unticked in REALISM when used with MOAR in addition to "Spawn Tweaks" or is it JUST spawn tweaks? i already used order changer to make REALISM load before MOAR.

frail cave
fast plover
fringe valley
fast plover
#

i can run those with Realism if i have Realism Bot changes and Spawn Tweaks disabled?

primal thicket
#

Just FYI I'm in interview prep all, will be back after all is done.

Have a gooder

ancient brook
#

Cant play 3.11 without MOAR :/

spiral pond
#

guess you'll have to patiently wait and that will help you appreciate it even more when dwar has the free time to update it Okayge

paper grove
#

Sain may take awhile to get updated as well. Im staying on 3.10 til my basic modpack is updated. Looks like its gonna be a minute.

hallow ruin
#

SAIN will not likely be updated^^

earnest lodge
#

I don't know where you got that idea. Solarint has another project on his plate at the moment, but there are other devs looking into it. He's not said anything about being done with SAIN.

hallow ruin
#

it was said multiple times that it will not or will take a lot of time to update^^

#

I wish it weren't like that but I can see why it won't be updated that quick

#

anyway, wrong thread anyway

astral geyser
#

^ I have seen multiple devs say there not gonna touch sain this time around witch def could effect timeline for it

uneven wind
#

Why are we talking about SAIN here?

ancient brook
#

cuz people are INSANE 😛

bright mural
#

no you see the pun would be "INSAIN"

lyric tangle
#

could someone help explain the boss names in the MOAR bossConfig? there are some i dont quite understand

tidal dune
#

@lyric tangle Assuming this is what you meant, this is what all of the bosses are

  "customs": {
    "bossKnight": 40, - this is knight
    "bossPartisan": 40, - partisan
    "bossBully": 40 - this is reshala
  },
  "factoryDay": {
    "bossTagilla": 40 - tagilla
  },
  "factoryNight": {
    "bossTagilla": 40 - tagilla
  },
  "interchange": {
    "bossKilla": 40 - killa
  },
  "laboratory": {},
  "lighthouse": {
    "bossKnight": 40, - knight
    "bossPartisan": 40 - partisan
  },
  "rezervbase": {
    "bossGluhar": 40 - this is glukhar
  },
  "shoreline": {
    "bossKnight": 40, - knight
    "bossPartisan": 40, - partisan
    "bossSanitar": 40 - sanitar
  },
  "tarkovstreets": {
    "bossBoar": 40, - this is kaban
    "bossKolontay": 40 - this is kolontay
  },
  "woods": {
    "bossKojaniy": 40, - this is shturman
    "bossKnight": 40, - knight
    "bossPartisan": 40 - partisan
  },
  "gzLow": {},
  "gzHigh": {
    "bossKolontay": 40 - kolontay
  }
lyric tangle
#

"sectantPriest": 0,
"arenaFighterEvent": 0,
"bossBoarSniper": 0,
"pmcBot": 0,
"bossZryachiy": 0,
"exUsec": 0,
"crazyAssaultEvent": 0,
"peacemaker": 0,

tidal dune
#

Right,

lyric tangle
#

Sorry i coulnt find a way to format that

#

But thank you

#

I need to know who those are specifically if you could

fringe valley
#

exUsec = Rogues, bossBoarSniper - Kaban Sniper Buddys, SectantPriest - Cultist Priest, crazyAssaultEvent - Smugglers

lyric tangle
#

Youre the best thank you

tidal dune
#

"sectantPriest": 0, - This is the cultist priest,
"arenaFighterEvent": 0, - not sure
"bossBoarSniper": 0, - these is Kaban's snipers that spawn at lexus with him
"pmcBot": 0, - this is literally just a PMC bot, not sure why its in the bossconfig
"bossZryachiy": 0, - Zryachiy, he spawns on shoreline usually iirc
"exUsec": 0, - Rogues
"crazyAssaultEvent": 0, - Smugglers as Viper said
"peacemaker": 0, - No clue, it may be peacekeeper from that one global event that happened back in 0.14.8 on EFT

lyric tangle
#

Thank you so much do any of you use Raid Overhaul? Does MOAR have any support for legion spawns?

tidal dune
#

It does

lyric tangle
#

know where i could find the spawns? Thank you for your help thus far

tidal dune
#

Legion's spawns?

lyric tangle
#

Yes, they would be in MOARs config given support right?

tidal dune
#

let me have a look, i just adjusted my legion spawn in the Raid Overhaul config

#

and it worked

#

but let me have a quick look

lyric tangle
#

Ohhh okay yeah nvm Raid Overhaul has a tiered spawn system for leveling, i was curious if MOAR adjusted spawns for legion like SWAG

tidal dune
#

yeah no, you just adjust the spawn for legion in your Raid Overhaul config

lyric tangle
#

Figure thank you very much!

#

figured*

tidal dune
#

Raid Overhaul will detect MOAR by itself and adjust depending on your config

lyric tangle
#

Awesome, I appreciate it

tidal dune
#

no problem

paper grove
#

Arena fighters are the smugglers actually. They used to be bloodhounds and BSG just swapped them over. I have yet to figure out wrf crazy assault event is.

#

I have it zeroed out on my server and I have values for arena fighters and that spawns Smugglers

tidal dune
#

ah right okay

fringe valley
#

crazyassault - Raiders? Dont remember at the moment

#

One was smugglers, one was raiders afaik.

paper grove
#

I have zeroed everything out and put the assault event at 100. I havent been able to tell wtf it spawns. PMC Bot is Raiders.

#

It MAY just be a big scav dump when the spawn triggers but I havent been able to sort what that id actually goes to.

inland pollen
#

so i'm switching from Donuts to MOAR, are you able to place custom spawns with MOAR, and does MOAR support all bot types? I tried the Halloween event with Donuts, and no zombies spawned, so I wanted to check and see if this one was compatible.

sour karma
#

should be able to place custom spawns with moar, yes, and best to avoid the halloween event as it's jank even in the best of circumstances

inland pollen
#

sad, thanks for the info 👍

tidal dune
#

The zombies that are spawned with MOAR work fine from personal experience, although if youi do run into any issues with them they are super easy to just turn off, its literally just a single button in the config @inland pollen

inland pollen
#

oooh, bet, that works out perfectly then

#

we only did the event for the zombies, so if i can just make a custom spawn point somewhere for them, then we can just let it rip

paper grove
#

I disagree that zombies work fine. I mean they spawn but they slide around and are janky as fuck.

#

But thats because of BSG. Not MOAR.

#

I have also not yet been able to make adding or removing spawn points work. Ymmv til Dewar is back full on here.

tidal dune
#

i was just speaking from personal experience

ivory notch
#

More seriously though, the zombies are jank and if you are running SAIN, they'll also vomit a whole bunch of errors into the log I think. At some point I want to do a mod that does proper zombies, hollywood style. The BSG implementation is basically "My First Unity Project - The Zombie Game" quality.

inland pollen
#

ah ok

slim sigil
#

anyone by any chance happen to have MOAR 2.3.1 for spt 3.9.8? the google link on the filebase is dead sadly

balmy wasp
#

no support for old builds, sorry

paper grove
#

Has anyone got bots to spawn evenly across the entirety of the raid with an extended raid time? I know 1 for the wave distributions is MEANTto be an even spawn across the duration but it 100% does not do that. We basically have dead raids after like 20m in, and if I increase bot counts so the pool is larger it just dumps them all in in the first 20m.

earnest lodge
#

shouldn't you just need to massively increase the wave quantity?

#

so there are more places it can drop the bots

paper grove
#

Thats what I thought, but like I said it just front loads those waves and we get 197 bots in the forst 20m

#

So... thats fun.

earnest lodge
#

Then your distribution is wrong?

#

should be .5

paper grove
#

Not according to Dewar. 1 on distribution is meant to be even across the duration of the raid.

#

Unless I completely misunderstood the last time he went over it here. Which is... 100% possible lol.

earnest lodge
#

ah, was changed

#

used to be .1 to 1

#

now .1 to 1.9

#

I guess

paper grove
#

Right but as I understand it, 1.9 would weight the spawns towards the end of the full raid timer.

#

I guess I will just crank up the waves again and see if that has a meaningful result.

earnest lodge
#

yeah, 1.0 would be right, now
I'm just out of date

tidal dune
#

I'm not sure why you're encountering dead raids, but it shouldn't be doing that

paper grove
#

Yeah, I've noticed the stop working after a certain point. I dont think its time related, Im pretty sure its bot count related. If your wave count and wave quantity are only like 40 bots all up, thats going to be spawned in like 15m or so. I THINK thats whats happening on my end, and even though I have 50 wave count for scavs, they burn through that in like 20, 30m.

tidal dune
#

so you think basically MOAR is running out of waves to spawn basically?

paper grove
#

I think so based on my understanding, BUT in my case it also doesnt seem to be obeying the "spread waves out across duration of raid" behavior as Ive seen it explained. If I crak the waves up we just get a fuckassload of bots at the begining of the raid.

tidal dune
#

do you have starting pmcs on by chance?

paper grove
#

nope, Dewar told me to turn that off.

#

I do have them at .1 so they come in early

tidal dune
#

yeah it's usually what causes quite a bit to spawn at the immediate start

paper grove
#

actually I may have changed that recently cause they were all getting murdered

tidal dune
#

You may want to change that .1 to something higher

#

so they don't spawn so quickly

paper grove
#

oh no they are at 1 also, just looked at config

#

either way it sthe same behavior

tidal dune
#

oh huh

#

I find it interesting how I can be in a raid for two hours with constant spawns meanwhile you stop getting spawns after 30 or so minutes

#

do you have any other mods that may mess with it?

paper grove
#

Im gonna try raid overhaul instead of the svm raid time extension, it may be that the timer is getting applied differently between the 2 if its working for you with raid overhaul.

tidal dune
#

oh that may be it

#

yeah raid overhauls times are normally too long for MOAR but you should see in your console eventually that MOAR adjusts the raid times to like between 1 and 3 hours

paper grove
#

I mean if I can set it to 2hrs thats fine for my groups playtime and playstyle. The early raid doesnt feel bad its just that after that we are just walking around picking up free loot, which is kinda lame.

tidal dune
#

yeah nah I get you

#

hopefully it works

paper grove
#

so you just left raid overhaul at the 999 minute time limit and let MOAR handle the adjusting?

tidal dune
#

yeah I left raid overhaul alone, MOAR will adjust the raid times itself

#

you'll see some orange text in the server console saying like "Raid time too high, adjusting"

paper grove
#

Ok. Gonna teleport on top of a building and hide while I make lunch and see what happens.

#

#science

paper grove
#

yeah raid overhaul isnt even respecting its own config, I dont know wtf is happening

paper grove
#

@tidal dune would you mind shooting me your configs? This is... completely fucked on my end

tidal dune
#

Which configs?

paper grove
#

For moar

tidal dune
#

Adjust as you wish

paper grove
#

Awesome. Cheers, hopefully this will give me a base that isnt jacked up like mine.

tidal dune
#

if you're still having issues, id recommend reinstalling MOAR

#

and then copying the configs over

#

now im gonna go config SAIN, see if i can make my bots a bit more fun

ionic hamlet
#

mapCullingNearPointValuePlayer
mapCullingNearPointValue
what does this two options mean?

tidal dune
#

@paper grove Did those configs end up working?

paper grove
#

They seem to be working, unsure if they are working BETTER, havent had the chance to do a super long raid. Also for whatever reason, Raid Overhaul is 100% not using the config changes I set in it. Like, I turned off the special boss stuff, and manually lowered raid time to 120m and MOAR still sees it as the 999 min default and readjusts them.

tidal dune
#

are you using the headless client

#

?

paper grove
#

yes

tidal dune
#

where do you run your spt.server from aswell

#

is it in the same folder as the headless .ps1 file

paper grove
#

same PC, different folder/paths

tidal dune
#

Right okay

#

make sure your editing the config in the correct place, which would be from where you run SPT.Server.exe from and then user/mods/Raid Overhaul

It could also be a load order conflict but i dont know

paper grove
#

yeah I am editing all the server stuff in the right place. At this point there has to be some sort of a conflict cause MOAR is also not even coming close to respecting bot caps. Last customs raid despite hard cap being at like 20, the peak active bots was 65. So... that was fun for my frame rate. :/

tidal dune
#

Huh

#
  "order": [
    "fika-server",
    "AAAArtem-WTT",
    "acidphantasm-progressivebotsystem",
    "acidphantasm-refsptfriendlyquests",
    "capatainamnstrfryciarz7-healthperlevel",
    "GamblerTrader",
    "HomeComforts-Server",
    "lacyway-mergeconsumables",
    "LeaveItThere-Server",
    "LockableDoors-Server",
    "madmanbeavis-wttr61fatman",
    "rairaitheraichu-alltheclothes",
    "redlaser42-Increase Climb Height",
    "Skwizzy-LootingBots-ServerMod",
    "SPTDynamicMaps",
    "Szonszczyk-DefinitiveWeaponVariants",
    "tyfon-uifixes",
    "tyfon-weaponcustomizer",
    "tyr-mikhailreznichenko-server",
    "Virtual's Custom Quest Loader",
    "WTT-PackNStrap",
    "zgfuedkx-allquestscheckmarks",
    "RaidOverhaul",
    "zSolarint-SAIN-ServerMod",
    "DewardianDev-MOAR",
    "[SVM] Server Value Modifier",
    "Trap-PathToTarkov"
  ]
}```

in that case i'd recommend putting MOAR as low on your load order as possible, see if it respects the bot caps then
#

if it does then you've got a mod conflict more than likely

paper grove
#

Honestly MOAR has never been GREAT at respecting those caps for me even when it was "working right". ITs hard to tell since bosses and snipers dont count towards it, but double the cap is way out of line lol. I think the previous raid we got a dump of like 40 scavs at the 22m mark or something. There were 85 peak bots and my fps dropped to 19. Turn based Tarkov is less than ideal.

tidal dune
#

yeah no thats definitely not supposed to be happening either way

#

I had it fail to respect my bot caps before but thats because I had a mod conflict, putting it at the bottom of my load order fixed it though

paper grove
#

I'll give that a shot, our modlists are similar. I had LB and QB loading after it

tidal dune
#

yeah i usually put moar after every other AI mod simply because its whats handling the actual spawning of them

#

i do believe looting bots and questing bots attempt to spawn AI aswell so it may be those causing the problem

paper grove
#

nah their spawning is turned off

#

Im 100% sure of that

#

yah no change it still thinks the raid overhaul time is 7200

rose badger
#

Discord seems to think that last message was a spam for some reason

paper grove
#

thats fine it was just me pastaing in stuff from the server

tidal dune
#

to be fair moar thinks my raid overhaul times are like 60000 minutes for some reason, ive just never bothered with it

paper grove
#

which is weird it got flagged, but... doscord gonna discord

rose badger
#

Ya I think it was just the size that was the issue and discord got annoyed

paper grove
#

Right except that I have ser the Raid Overhaul times to 120m

#

so... either MOAR doesnt understand RO settings, or RO isnt actually using its own config.

tidal dune
#

well I know RO uses its config as ive adjusted it myself, ive used the like "bigger backpacks" option and some other stuff in regards to seasons

#

i just find it odd none of your changes are seemingly working

paper grove
#

I find it odd too lol 😦

tidal dune
#

have you tried putting raid overhaul after moar

paper grove
#

yep

tidal dune
#

grah

#

tarkov when it just wants to be a pain in the arse

#

spoiler alert : all the time

#

yeah ive got no clue to be honest

#

Im not sure why its not respecting the configs you've set

paper grove
#

same, Im just playing battleship at this point. I'll do a wipe and reinstall fo moar

tidal dune
#

you've said you adjusted the configs in the correct place, theres no real reason for it to not work assuming it was all done correctly

paper grove
#

I agree, I have been doing SPT stuff for... 2yrs at this point and this is the first time I have had my setup just be like "fuck you, nah"

tidal dune
#

this happens to me a ton but thats mainly because i aint the smartest

#

but i can usually find a way to fix it

#

but its as if its just saying no to you

paper grove
#

if all else fails, hit it with a rock

tidal dune
#

exactly

paper grove
#

and since the version has changed doing a full rebiuld isnt really viable. :/

tidal dune
#

yeah sadly

jagged latch
#

Just curious, that experimental build for MOAR is still not meant for 3.11 correct? Just making sure I loaded it in just to test it, it allowed me to launch the game, launch the server. When I went to start a raid I'd get a system error code (I didn't think of screenshotting it, just figured it was a build for 3.10) it would then boot me from the loading raid back to home screen. Still kinda newish to SPT. Again I figured it was just a testing build for 3.10 and i'm on 3.11 but was just surprised it allowed me to launc the server and launcher. Thanks

sour karma
jagged latch
primal thicket
#

cough

#

I am in stasis and will return..

tidal dune
#

Understood

remote dagger
#

@primal thicket Do you mind if I post the 3.11 test build that I made in this thread for people to try out?

remote dagger
sour karma
#

at time of writing there were no builds that were public. i did see that today you have released a build, which is awesome.

remote dagger
#

Yeah I guess the open PR isn't really an invitation. Would have had to build urself

wind umbra
warped trout
#

@here if you mad cus ping then mute

Ported version of MOAR by Collin for SPT 3.11 has been released, please test it and let us know what you find.

lusty talon
warped trout
#

thank you Collin for your efforts

lusty talon
#

yeah he has done a good job

timid nimbus
#

huh

#

what happened

lusty talon
#

and thank you collin for sending it to me early smug

warped trout
#

idk

#

pings and shit

lusty talon
shrewd palm
#

thank GOD i was reminded for this

timid nimbus
#

oh awesome!

lusty talon
#

@timid nimbus trippy just wanted another ping

#

you're gonna get pinged for everything now

shrewd palm
#

ping roles for every mod thread when

warped trout
#

this one is a particular ping because we want people to test it, and also people are actively looking for new mods in 3.11.

lusty talon
#

i mean through a bot it wouldn't be hard at all

#

it'd be awful to look at in mod view but

warped trout
#

if you disliked your experience feel free to submit a comment to our suggestion box

wind umbra
#

I'd love to test it but I don't know how to compile the code. Is the compiled version somewhere yet?

jagged latch
#

Sorry i'm pretty new to SPT, since its not a regular USER/BEpin folder and it says 3.11 SPT how am I suppose to go about putting it in my files.

#

^

warped trout
shrewd palm
#

did yall download the source code

lusty talon
#

so github not only allows you to upload source code, the git part

jagged latch
#

ah sorry. Pretty new to this.

lusty talon
#

but it allows you to host the compiled files, the hub part

#

not to be confused with the other hub

wind umbra
earnest lodge
#

That is in fact a 3.11.1 manual update 7z

warped trout
#

@remote dagger wtf

earnest lodge
#

collin wtf

wind umbra
#

Ok so I'm not dumb

uneven wind
#

He was told about this like 6 hours ago in SPT

#

maybe even 8 hours

jagged latch
#

I thought i was going crazy man

warped trout
#

sorry guys, i didnt realize he uploaded SPT instead of his own mod. I cant even fathom how he was able to make that mistake.

lusty talon
#

wait

#

holy fuck he did

#

i let him know

wind umbra
#

I was like...they're gaslighting me or I'm an actual idiot.

lusty talon
#

turns out it's just collin KEK jk jk

lethal orbitBOT
#

That file extension is not allowed for mod developers! finger_wave
Allowed extensions: .png, .jpg, .jpeg, .webp, .gif, .mp4, .mov, .webm, .mp3, .wav, .json, .jsonc, .json5, .yaml, .yml, .txt, .log, .cfg, .mkv, .bmp, .ts, .zip, .dll

lusty talon
#

GOD DAMNIT

#

@rose badger if you're allowing zips you gotta allow 7z

warped trout
#

dm it to me

lusty talon
#

i had forgotten how much mr fika is a BITCH

lusty talon
#

that's fresh from his sneak peek he gave me

warped trout
timid nimbus
#

@timid nimbus here u go bro <3

remote dagger
#

Lol thats what I get for TVing into my homelab and trying to zip from there. I was at work. Lol. Just waking up will fix when home

#

Ill take the L on that one. Be fixed in a bit

#

Fixed it. Myb. Just uploaded what you provided here

daring star
#

@remote dagger i noticed your plugin on boot is just overwriting the BepInEx .cfg with default stored values, is this intended behavior?

remote dagger
#

Try stopping client and server before editing. Just as a sanity check

daring star
#

im going through it now to see what might be doing it. Thanks!

daring star
#

@remote dagger , i do have an updated client .dll that fixes the issue i listed above, among other things (refactoring, code cleanup, bringing up to C# 10 standards, etc) let me know if you're interested in me sharing it. I am really excited someone has been taking the time to make MOAR work with 3.11, so i took a break from my own mod to try and help out anyway i can, thanks!

remote dagger
daring star
#

Hey guys, i'll be honest, I suck at github, and I have no idea how to properly PR Collin's work. I uploaded my version of the server and client files to here:

https://github.com/LoganSMiller/MOAR-Client/releases/tag/v0001
https://github.com/LoganSMiller/MOAR/releases/tag/V001

sorry if it's not meant to be handled this way, and if there's a better way to do this

GitHub

This is my release of MOAR for SPT v3.11.1 and FIKA, client side.
Consider it an Alpha, as it needs more testing and game time.
Update/refactored/cleaned up all scripts.
Updated all scripts to C# v...

GitHub

This is my release of MOAR for SPT v3.11.1 and FIKA. This is the server mod.
Consider it an Alpha, as it needs more testing and game time.
Fixed missing config and project file changes from Collin&...

daring star
#

I can confirm right now that if you're a client of someone else's game, you will get a message with the incorrect preset (like it's on random), but since the Host player is the one that controls the AI, it's nothing to worry about (this goes for Headless host as well). I'm looking into fixing this incorrect message for client players

daring star
#

I am seemingly coming down with the same flu/virus my kids have. If I am gone/afk for a couple days that will be why. Anyone here is welcome to rip my above work and patch/fix/modify anything they want and reupload it as they see fit if i'm gone and there are big issues

daring star
#

Fix incoming for FIKA message bug above, better FIKA logic, and FIKA headless support thumbsUp

modest locust
#

Just had a pmc group of two spawn in the upstairs above me and right across from me so I had nowhere to run xD could this be an issue with me testing this on headless?

tall thistle
#

Does this still require waypoints? And do I need to install both client and server if I'm hosting but anyone else joins they only do client correct?

earnest lodge
#

it definitely isn't going to lose that requirement

lethal orbitBOT
#
What is the difference between server and client mods?
  • Client mods, also known as plugins, are the ones that go in \BepInEx\plugins\. These are recommended to be installed for all game clients that will be playing SPT.
  • Server mods, also known as packages, are the ones that the server host installs to the backend server's \user\mods folder. Only the user who hosts the backend server needs to install these.

It is possible that large server mods necessitate the creation of a local bundle cache for all users. Use command /help Bundles for information on how to help solve client freezes when loading bundles.

tall thistle
#

Curious because waypoints is still on 3.10

edgy hemlock
#

yeah me too

primal nova
#

be sure to change his to the 3.11-dev branch

daring star
#

will do

primal nova
#

fwiw, i can't even tell what you changed in your 3.11 commit. you should adapt your editor to the code, not the other way around. just about every line was changed to 4-space indent when 2-space was used

edgy hemlock
#

so it does not work? i am a bit confused

primal nova
#

if you're asking regarding my comment, spock's code likely works, it just makes headaches for managing the code in the repo, seeing why, when, and by who any given piece of code was changed. instead of most code saying it hasn't changed since 3.9, it will always come back to saying it was changed when upgrading to 3.11, and specifically by him

edgy hemlock
#

oh

remote dagger
primal nova
#

that doesn't negate the fact it totally breaks the git history

remote dagger
#

Its also hard for me to verify since the fork wasn't forked from mine. It was forked from the original, mine copied, plus additional changes

#

Reviewing changes is definitely a nightmare. Need a 101 course on git cause its rough to read atm

#

At least the whitespace is negatable though

primal nova
#

"Hide whitespace" enabled while viewing the commit

daring star
#

sorry guys

supple zephyr
#

Just run the TS files through the linter and it should be fine

#

Also you can get rid of build.mjs as moar uses packageBuild.ts to build

lethal orbitBOT
#
Having issues with bundles?

You can read more about bundle issues [HERE](#1234332919443488799 message).
There are many different tools to ease the installation of bundles for clients.

fair falcon
#

just to be sure, current alpha version to download is from Spock or Collin?

sour karma
#

Not sure anything is usable without Waypoints being updated for 3.11 first.

remote dagger
#

That comes directly from Drakia

fair falcon
#

so either can be used? :D

#

i mean MOAR alpha version from Collin or Spock

earnest lodge
daring star
daring star
#

god this one bug is going to be the death me i swear it

fiery copper
#

I tried both versions on the weekend and they seem to be finding and spawning. Both are spawning alot of pmcs. I think it calls random presets settings regardless of selection in menu so there is an issue with selecting presets potentially at least. I would say wait and try the next version unless you need alot of pmcs kills very fast. Thanks for all your brainwork on this guys and good luck with them bugz Spock!

jagged latch
daring star
#

Yep, (at least mine) was using random no matter what it seemed. My v1s were just a rush patch job to get it working. The current v2 I will be posting is much more robust. Thanks for everyone’s patience and hanging in there until I get it uploaded.

#

For full transparency I’m currently spending extra time to make proper FIKA synchronization, regardless of traditional or headless hosting, with blocks in place for “clients” to be unable to change the raid.

The proper networking and scripting for that is what I’m currently spending the most time on and troubleshooting. The rest of the mod seemingly works well with it off. So that’s my last hurdle I’m on. There’s also built in detection for those of you that don’t run FIKA to automatically turn those functions off.

#

I have implemented hot reloading as well, for those of you that run FIKA servers like do. So now you can update default config, or other jsons in the folder and have it auto reload with the sever staying live

daring star
#

this damn router

daring star
#

dynamic router is working finally. Client/server ends both function now. I'm just going through and debugging and i'll post the builds. Thanks guys for your patience thumbsUp

south stag
#

I did some testing with v1 of your Alpha build for 3.11 a few days ago with my buddies, but we spawned separately every raid we did. I think is a bug since the latest moar builds for 3.10 that is still there in your builds. Did you encounter this bug with the version you are working on?

daring star
#

Thanks for the report. I’ll double check that before pushing v2 live to everyone

#

Version 2 is a complete code overhaul top to bottom, for both the client mod and server mod. So there shouldn’t be any weird things like that anymore, but I’ll be doing some group testing with my brother and some friends in a little bit here so I’ll confirm that no longer happens

paper grove
#

It may be worth having a look at how the mod handles hard caps cause having like 2/3 of the bot types ignoring caps kinda makes it pointless.

daring star
#

fyi, mod is almost done. Just doing a full pass on the FIKA logic right now

#

then we can move on to other suggestions and improvements. Also huge shout out to @south stag . I fully rebuilt the Coop logic in the mod to work properly because of his report

#

Bot logic was also improved because of this report for group spawning

south stag
#

Thanks for your effort! 👍🏻

fervent holly
muted dragon
fervent holly
#

They are not considered bosses, just treated as such by the spawn system :)

fair falcon
#

Unda or how is it called has similar problem i guess bugt with scavs.. :D There was like 16 or so scavs in one place ofc

#

spawned at once.

daring star
fervent holly
#

Hmm

#

Maybe you changed it since I downloaded it?

#

we had like 5 scavs per raid despairDisintegrate

daring star
#

which version/fork are you running?

fervent holly
#

Uhm, from where I last messaged you about the error

daring star
#

oh yeah, the whole thing has been changed since then

fervent holly
#

I'll give it another go! Thanks

daring star
#

i wrote an entirely new spawnUtil and spawn builder scripts for each bot type

fervent holly
#

Could you DM me a link?

remote dagger
#

I would probably create a new release @daring star

jagged latch
#

Or should I wait to try Spocks version?

remote dagger
#

Which I assume it's a fork off of mine, but like it wasn't actually forked from my repo

#

So no idea lol

jagged latch
hot isle
#

Is any of this available to the masses for testing? I'm not too familiar with github lol (I can download releases 😉 )

paper grove
#

Im not sure if the bot logic fixes help with them moving but we have never really seen scavs move around, even with QB and LB. They will kinda meander the area they spawn in and thats it. A patrol or path system layered into the spawnpoint tool would be dope. Also I have never seen the spawn editor actually work. All of this may be a me thing I fully acknowledge that. 😄

daring star
#

I see NavMesh got an update and release. Do you guys want me to release this RC1 the way it is (closed to finish, just debugging Headless), or do you want me to spend more time re-incorporating Drakia's Expanded Navmesh mod

daring star
# remote dagger I would probably create a new release <@241963783612923907>

yeah i know, i basically re-wrote the whole mod from the ground up, but keeping the original idea and 'logic' intact. I don't want to just create a new release though, cause at that point i'm just stealing the original idea and I don't like that. The full idea and logic behind this mod is still their baby. I just want to create a fully updated and modern version for 3.11 and the newest versions of FIKA

daring star
#

i want to gauge as well, would everyone in here be interested in a bot behavior mod again? I already did a lot of bot behavior scripts for my own overhaul mod i've been working on and didn't announce yet. I could work on something that's like MOAR + whatever name here that could possibly be MOAR plus behavior implementations. I'd fully credit everyone who helped build MOAR

jagged latch
daring star
jagged latch
paper grove
#

More MOAR. Theres your mod name.

fervent holly
remote dagger
#

If I don't see one soon, prob just make my own based on that code.

north breach
#

Just change package.json to sptVersion 3.11.x

remote dagger
north breach
#

ah gotcha

fervent holly
remote dagger
primal thicket
#

ummm hello

#

I see things have happened in my absence

remote dagger
primal thicket
#

So how goes it?

#

And kudos to the devs doing the refactor

remote dagger
#

Idk, spock has changed literally everything about ur repo top to bottom

#

Impossible to tell wtf has happened.

primal thicket
#

Welcome to my pain.

#

This is fine. 🙂

remote dagger
#

I'm currently sifting through it making a build based on the code lol

#

With a giant red flag of this aint mine, just putting something out there lmfao

primal thicket
#

Oh whatevs, it's MIT

remote dagger
#

This spock code doens't even build, has duplicate classes all over the place

#

I don't have tarkov on this machine to verify it loads, but got client and server building with several changes.
Anyone able to try this out and make sure it doesn't implode before I post a release?

#

Will only DM it.

modest locust
#

bet

remote dagger
modest locust
remote dagger
remote dagger
#

Yea, likely not happening

fervent holly
remote dagger
#

It's so difficult to try and figure out what was changed that caused this, every single file was manipulated

#

It's not even the same mod anymore lol

#

Just in principle

#

Wish a baseline would have been hit before this took place.

modest locust
#

welp rip

remote dagger
#

Can continue to use the v1 posted, and wait for Spock

#

At this point though, probably goping to stop looking

primal thicket
#

I'll likely update in a few weeks. Just went through a bunch of interviews, still have a 4-5 more.

#

Is SAIN still out?

uneven wind
#

Probably not coming back anytime soon

dry mantle
#

SAIN has been updated for 3.11

#

is that what you're asking?

uneven wind
#

Not on the hub it hasn't

dry mantle
#

well I saw it was released.. did they unrelease it?

uneven wind
#

That was April fools

primal thicket
#

Cheers bud

dry mantle
#

oh wow, i just got got

#

lol