#DewardianDev's Mods
1 messages Β· Page 6 of 1
IIRC yes, you just have to know the in-game names for the zones. some of them are .. strange
Ok cool, so like ZoneScavBase etc
Switched from Swag+Donuts to Moar recently.
Is there a way to make a custom preset that is selected by default every time?
I tried adding another preset to the config file which doesn't show up in the dropdown menu for presets in f12 menu.
Ok whatever, so I just changed the live-like preset to be my 'custom' because at least that shows up and was empty to begin with.
Now how do I change it from selecting random by default so I don't have to go into the f12 menu every time the server starts?
ehh I guess I can just make the preset weighting be 100 and all of the others 0 nvm π€·ββοΈ
yes, do that, thats what I did
or like... 99 for my "live" one and then the raider and boss invasion ones have super low chances.
I'm still working on it guys. Not sure what build collin is using, but i've been sick the past couple days, so that's why I've been MIA. My build does compile fine, and I have a working DLL. Im just ironing out some server side stuff right now
if you want to follow the builds they're here:
https://github.com/LoganSMiller/MOAR/tree/MOAR-Refactor
https://github.com/LoganSMiller/MOAR-Client/tree/MOAR-Refactor
I was hoping to have a working version for the weekend but i got really sick from my kids, and ran head first into some server logic issues that i've been ironing out
If that's the case, then make a release so people can try out your latest changes
We've had 2 people try to compile your code, which required changes to start, but then there were exceptions thrown on loading into a raid
So a couple of things from me:
-
This version of MOAR should be treated as a 'new' mod. It is built upon the original MOAR logic and ideals, but has been rewritten from the ground up, both client and server side. Why this matters for me, because i have expansion plans in the future for a MOAR + that has bot logic, among other things.
-
I will only release this when it's complete. I released a half backed patch job in the past, and I refuse to do that again. I don not want players being my testers. I want to realease a feature complete and functioning mod.
I promise you guys, I will release MOAR-Refactored when it's ready, and I'm working on it every single day. I'm sorry for such a long delay. β€οΈ
The impatience bro, "then make a release", or how about Spock makes a release when he's ready for people to test it? Damn
Its not impatience. Im not even playing right now lol. I just know several people want to help test.
FWIW, there's no need for demands. If you have an issue with others on the forum, speak to a staff member.
I'm half of the mind to lock this until Dewar is back.
Call it Even MOAR
There's no need to hurry though, there's already a build of moar that mostly works on 3.11 and acids spawning mod
Make sure you actually recover first
In Collin's defense - I was also under the impression that Spock wanted us to test it, and there was no release so we asked for one.
I'll just hold off then.
In fact he did make a release at first and asked for testing... 
any idea how to stop MOAR from shortening the raid timer and from selecting a random preset everytime? I keep trying to change the settings in the f12 menu and have even edited the config directly on my server but no idea why its doing all that
it will always select a random preset; if you want one preset to be selected every time, change the weightings of all the other presets to 0 in the config files on the server mod.
the F12 menu is only for temporarily changing settings. any time the server is restarted, whatever settings exist in the server mod config files will be loaded.
i see
unless you want to be selecting a specific preset every time you launch the game via F12
yeah no i get the idea now
so best course of action is to modify one preset as we please and then make it weigh the most while all else are 0
thanks
shortening the raid timer is just a thing MOAR does. the only way to stop it from doing that is to remove MOAR.
understood
i believe it allows raid times up to 200 minutes or something like that. maybe 120.
seems it locked it to 720
which is like 12 hours so im not too pained about it
still weird that factory only said 1 hour tho
no biggie
Has anyone tried running moar and donuts together or is it a bad idea all around?
I had the idea that donuts could handle the initial spawns and despawning features since it's client side and then moar could take over with the dynamic wave system after on the server side. I'm probably going to test it either way but was just wondering if there is some obvious conflicts that would happen that I'm unaware of.
My idea is to set all pmc wave count in moar to 0 to have starting pmcs handled by donuts randomly spawned on the map. Then have moar using the cascading system for scav spawning π€·ββοΈ
Good luck. Sounds like a recipe for nothing working.
Most likely 
or way to many bots
lmk how that shakes out, tbh I'd love some sort of despawning.
Super late reply but yeah it didn't work out. As expected π
Hi. this error is repeating ad infinitum in my headless install and i can't figure out why. Is there any clue in this log that could help me diagnose it? The only thing i get is seeing "MOAR" in it
2025-04-22 17:42:41.779 +08:00|0.15.5.1.33420|Error|Default|
EXCEPTION: System.NullReferenceException: Object reference not set to an instance of an object
at MOAR.Plugin.Update () [0x00001] in <b011c10afdc146628bdf07c9774ce63f>:0
2025-04-22 17:42:41.779 +08:00|0.15.5.1.33420|Error|Default|NullReferenceException: Object reference not set to an instance of an object
MOAR.Plugin.Update () (at <b011c10afdc146628bdf07c9774ce63f>:0)
UnityEngine.DebugLogHandler:LogException(Exception, Object)
Class410:UnityEngine.ILogHandler.LogException(Exception, Object)
UnityEngine.Debug:CallOverridenDebugHandler(Exception, Object)
are you on 3.10?
i had Object reference error when there was mod desync between server and client, maybe look into it
yea i'm on 3.10.5
The weird thing is, no one is on the server, the dedicated headless client is just spawning this error on its own
This is a runtime error that happens when a variable that was set doesn't have an initial value. It's extremely common. Could be due to the player being null, the spawn point being null, etc. Either way though I would recheck you installed the mod correctly because if it was a mistake on the devs part nobody would be able to run it. Make sure you put the user/mod part only on the server side and the bepinex/plugins part on the headless client.
Sorry i know this is 3 months old. I'm still running 3.10.5 and all the crates being technical crates is kinda annoying. Does the default config from this solve that? Anything I need to do in SVM first like "Spawn all containers", recommended load order, etc
No
No to both or 2nd question only?
Afaik that mod changed the contents, not the crate name.
Also I hope your IRL stuff is going well!!!
It did go well. Cheers
It just randomiZes the types. You can set the chance however you want in the config.
The randomization happens on raid start
Glad to hear! Welcome back 
Thanks for clarifying!!
I have returned
I'll be working on mods this weekend
No promises for releases, but the following is on my todo list:
Moar/ALP updated
A mod that allows the creation of a completely custom/random quest campaign
A basic difficulty mod (like what props has made in the past).
Is SAIN out at all?
Perhaps I don't need to bother with the difficulty mod
No. Solarint is gone.
No one is working on AI difficulty mod π
kk, I had it working well a few patches ago.
You had mod for Ai difficulty?
yup. It was just a setting for MOAR at one point
But I removed it once sain was released for 3.9.8 I think
there was a 2 month period where sain wasn't up for the new version, so I built it as a stop gap
Ahh ok. Well good luck.
As far as i know AI got reworked or restructured idk at all im dummy
And SAIN needs proper rebuild or smth similar.
No easy fix as i know
It was just a version of poop if you remember that, by props
aa yeah i remember
Basically I had simplified/updated the poop code to do something similar
well good luck. many many players MANY are waiting for AI difficulty mod, proper one, since Vanilla is ez or not interesting. So kinda dark tiems has come. ACID gave us some light with his awesome spawning system, but what goes to AI difficulty mod, no alternatives
Dewar, when you have a moment could you explain how the spawn point add/removal works. For the life of me I havent been able to make it add or remove points at all. Caveat. I may be stupid.
I set up hotkeys, it tells me its adding/removing, I respin the server, no new dots, no removed dots.
dots?
the spawn points with debug on, spheres
ah ok
if you are not running on windows, that could be the issue
nope on windows, but running with headless
oh
that should be fine I think
Check the server's json files for the points
See if one got added for your map
also if this is on a hacked version of 3.11, no support is offered
lol
Gotcha. Can I also just manually add points in the json if I wanted?
sure you can
nope havent gone to 311 yet
but if you are off by 1 you'll have issues
off by 1?
ie if your numbers for the coordinates are off
It can cause you to fall through the world, or bots to spawn at fallback points
ahh yeah I'd be grabbing them from dynamic maps, that has worked for me for spawnpoints for PTT. Though... theY and Z coords are flipped for that output.
Yeah, it's unity's vector 3 format
should I bother updating moar?
does acid intend to add custom spawnpoints?
I'd be happy to offload that madness
so do I need to flip the coords from the dynamic maps output then? Same as for PTT spawns.
No idea, I don't use dynamic maps
π
you could just try one and see the debug points in game
Also
just because you add a point with moar
doesn't mean it will show up in game
if it's near another point
My algo culls all points near to eachother
yeah I saw that in the notes, that I understood π
and randomly chooses among them if they are close
Just check the json immediately after adding one.
that's the easiest way to see if it's working
ok cool, I'll fuck about with it a bit more. I gave up last week cause I couldnt make it work and shooting things is more fun than playing server admin.
Nooo idea. Im not rly playing SPT atm cuz no AI mod π¦
I won't be creating anything as crazy as sain.
Just something to add difficulty.
or allow customization of difficulty rather.
understandable.
But MOAR was really advanced. Acid, has gui and some good features, but MOAR had custom spawns etc. So maybe you can ask Acid what is his intens, its always good to have options as consumer 
yeah, but I'm also the consumer
lol
And if I'm not working on Moar I can work on more fun things
π
@brittle rose sorry to poke you,
Are you planning on adding spawnpoints to your bot spawning thing
Yeah eventually, it's on the to-do list later. I did some testing adding them before but I didn't need them yet
If you do that I will abandon moar
Can you do it soon π
pressure but no pressure
Steal my code

Ofc. ATM we need Sanity in our modders.
I figured out how to add them without causing invalid points errors in the logs
I just haven't gotten to doing that cause I need to expand moving stuff to the client
^^ acid doing breakdance modding everything he can
I want to move all the configs to the server
But yeah, I'll try to update moar, if it's hard. I'll let you just update your thing.
I like building new things
umm k
so I think moar is working
π€·ββοΈ
that was dead simple
Need to confirm custom spawnpoints and what not
Any folks around for a test build
Im setting up my new server so lay it on me! Good timing 
perf
Will build shortly
No promises! It's just a quick update on version and types for moar
I'll have alp up shortly as well
Iβve actually got our server up in test mode specifically for this and AI refactored. Awaiting the 4.0 for a playthrough
ai refactored?
So couple things I found:
-
Without the Client BepinEx, using Dynamic Maps to see, Scavs are spawning in on top of PMCs groups and getting wiped
-
WITH the Client BepinEx I cant even load into Raid, lol I get this....
Lighthouse
May not be just scavs, I just saw a Bear spawn in probably 20m-ish from a USEC squad. So lets just saw the 'waves' might be really close, on lighthouse at least.
I'll load the client BepinEx back in and see how the other maps look
Well I get that same error regardless of the map, so I dont think its you. I literally duplicated my working test client, removed Acids mods DLL, the config, deleted the BepinEx cache. Same process on server (duplicate, then user/mods rather than BepinEx).
Any step I may have missed before I just redo a fresh setup?
wierd it works without the BepinEx, but always my luck, lol
I think there is an issue
But I'm not seeing a crash like you
I have a fresh install of 3.11
Just did a fresh client, same issue. Im going spin up a new server instance next
I haven't tried with fika
If that's what you're running
I'm running spt only for the moment
There may be a fika integration bug that I wouldn't be seeing
well of course I am using FIKA, LOL well that would explain it then. Pulling my hair out over here. Well, I will patiently wait for a FIKA build then!
I would say there is absolutely a bug when using FIKA, at least in the client file. without the client bepinex its pretty ok!
@primal thicket welcome back Legend
Cheers bud
So moar is functional, but sniper spawns aren't working I think.
For spt only atm
I think there is a bug with the fika integration
Updated the above download.
Still haven't looked at fia
fika*
https://github.com/Lacyway/SAIN
i see lacy and archangel have been working on this....π
oooh
Still buggy af though. You've been warned....
Lacy told me that he is not working on it cuz he has no time. Well maybe he found some.
Lacy hasn't touched it since March so there's that
Well. Maybe we will have alternatives, maybe we wont. :/
Hmm
My difficulty thing should be a good stop gap
ure working on moar and AI difficulty thingy?
I am
Updating moar for 3.11 first
I'm about half way through the maps
customs/gz/shoreline/woods done
nice
.. just realized that 3.11 had way more spawnpoints
changed cull values, and have a nice spread on all maps
ALP 5.5.0-RC1
MOAR 3.1.0-RC1
ALP and MOAR updated
Haven't confirmed working with Fika yet
Testers for both needed
ALP has minor changes, mostly around boss loadouts, reducing changes there.
MOAR has updated spawns, has more spread out spawns, a bug fix that was causing performance spikes due to bot aggression.
Moar's custom snipers not currently working.
-# I'd test, but I've not even bothered to update to 3.11 yet :>
Not tested with fika yet
Adds my version of a bot difficulty mod
Basically it adds POOP if you remember that by props
Confirmed working with fika
Siiiick excited to try it tomorrow
Any chance of a standalone poop plugin? No stress at all if this is too much headache, I appreciate the extra maintenance.
There's likely a bug with RC3, it works fine on my machine (that classic line) but others are seeing errors.
Will look at fixing it today
Actually scratch this I need a spawn mod anyway.
Thanks for letting me know!
I was going to give it a shot /w Fika after work
I'll ping here with RC 4 in a few gours
Probably me being infact very stupid as always, but trying RC3 with a bunch of mods I seem to be getting a method not found error:
https://pastebin.com/8WrSz3xz
Running these mods in order:
https://pastebin.com/b3TQuSyX
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
Pastebin.com is the number one paste tool since 2002. Pastebin is a website where you can store text online for a set period of time.
This is known. Thanks for the logs though
spinning up rc4 now
working well for me
I removed some stuff
will see if that helps π€·ββοΈ
make sure you delete previous install completely
what are the differences between MOAR and ABPS if you don't mind me asking? I'm relatively new to SPT so only ever used ABPS, but from the sound of it they both do roughly the same job?
Both spawning mods, do them differently
ah coolcool, are there any reasons I should pick one over the other?
you are asking in one modders (MOAR) thread, and asking them both to answer? lol
oh shit ahahah didn't realise who I was talking to
funny tho the one who answered isn't the modder of this thread
Yeah but Dewar makes good mods 
very true
Use one, then remove it and use the other. It doesn't matter which one you end up using just use what you like 
They both do the same function but very differently implemented
MOAR is probably more stable tbh, it's been around a lot longer
π will do, wasn't intending to have you both pitch your mods for me lol, only trying to get a feel for the difference between them but I get that it's probably a bit more nuanced than a bulletpoint list "moar does x, abps does y"
rc4 broken
just found the error
I was packaging the old 3.10 .dll
had to update a path for packaging
thus wwhy locally it was working fine for me
π¦
eh.. I'm kinda hoping Acid implements spawn points so I can work on other things π
No pressure
RC5 is out
With the packaging fix π
please try
cheers bye
And RC5 confirmed working for at least 1 dude
Soon though 
Make that 2 dudes now edit: with fika and the headless client too
RC5 feels good. Only got to do a few raids solo, so not sure if I'm missing anything, but it feels like it did on 3.10
Should be, very few changes
one bug fix that was identified in the last version around performance and usec/bear aggression
Thanks for the hard work 
Glad it's working
RC5 works! But for some reason no Scavs are spawning in. I wonder if there's a mod conflict
Compatible with headless??
huh
which map
All maps for me. I think its definitely a mod conflict so I'm just going through the mods one at a time to find the incompatibility
Aaaaah its raid overhaul, ofcourse
yup, that causes all sorts of issues
I think the time change causes lots of issues. Making that false helps a lot
Yeah, its either the extended raid timer or the custom items that's causing the issue
Ah there you go
On my headless, I have to disable it
raid timers fuck with many, many things related to spawning
Ah yup. I just wanna dad game. I found out if I set the raid time to something sensible like 1, or 0.75, RC5 works with raid overhaul. (In the raid overhaul config, it says minutes but is actually hours?)
So you added βpoopβ back into MOAR correct? No need for waypoints/big brain with that?
Okay, loving the the POOP implementation. I can actually run around factory with a Saiga now
You need waypoints.
Poop is not implemented
There is a small update around snipers and boss weighting around performance values
And there was a bug causing way too many pmc groups
As well as an issue where pmcs would group and kill you
but those are fixed
I am rewriting poop with a friend now
And dramatically simplifying/expanding it
We are in the data parsing phase atm.
you might just be enjoying the default balance moar brings now
Ran a few raids. Spawn points look great. Good variety across the map. Not having Questing Bots keeps them stagnant but so far so good! Works fine on a headless setup! Will continue to play and get you feedback if itβs wanted.
Working on a quest mod at the moment.
Keeps vanilla quests but changes the progression quite a bit.
Unlocks lighthouse and the quests sooner
Uses native ref quests and bumps there rep so you don't need additional quests with him
And starts fence quests early
Is the version on the hub the same as the RC5 on github?
I like how energized @primal thicket got back. Soon mod reports will start flood 
what hub? rubhub?
Man really came back, dropped half a dozen updates in two days
Chad behaviour
Most likely yes. Like I actually have a chance to walk around the map, and loot containers without constantly getting swarmed by scavs spawning right next to me
so its my first round on this version with this mod and tagilla and kollontay spawned on interchange, changed nothing in the config
is this a wanted behaviour?
I think all bosses can spawn on all maps by default if memory serves
Oh. You have a preset that rolls
Read the mod description
On random preset it cycles through all presets by the weighting in the weightingConfig
You likely rolled bossInvasion
I knew it was something.
It's something like a 5% ish chance by default
but the boss invasion is set to false in the config
It's a preset
Turn off that preset in the weighting
Set it to 0
If you don't want that
Presets change the config
also theres a problem when my buddy extracts new bots spawn almost immediately so the next friend who walks up needs to fight the newly spawned bots
That's fika
extract together Β―_(γ)_/Β―
Also, you can press the "end" key at anytime to see the current preset
ye forgot to download the plugin for my client
Technically not Fika lol
SPT I guess

but the spawns feel good overall
Had it happen on live PvP with a buddy once. 4 scavs spawned right after I extracted. He got killed. About 300 feet behind me
I think its a pretty funny side effect of ALP that bots will wear face shields or/and masks with Headset and helmet combos that shouldnt work normally, cause of the less restricted headwear mod
I actually like that
It is a bug not a feature. Lol
Just one that I can't get rid of
Like the helmet attached headphones in the headphone slot
I could probably patch it but too much effort to do so
Well in the end its more loot if you kill somebody
Higher risk cause of face shields but also higher reward
lmao
this came to my mind when i was at work
smh i will still get head/eyes shot
I want to try out ALP, should I remove adern that I'm using?
Yes
Oh lol.that is hilarious
It used to prevent double usage, that's new in 3.11
The Killa mask should prevent helmet usage
Impressive kit though
Equiped for the Ref quest "kill scavs with a g36 in interchange"
For ALP, how do I make it so once the first round of PMC's are dead no more spawn?
ALP is not a spawn mod
Wouldn't you just do startingPmcs True
and pmcWaveQuantity of 0
As I've done but they're still spawning in waves
Perhaps I've changed something I haven't so ima reinstall and try again
you'd need to set your preset to live like or something to I think, by setting the weightings everywehre to zero, otherwise if you roll a preset with pmc waves
I could also just be wrong
Okay, I'll try that as well thanks
in the mapConfigs do you know what pmcwavecount does? Is it the total number of bots per wave?
it'd be how many waves of pmcs are used on that map, could probably set to zero there too
Okay this is extra dumb, are you supposed to have the mod on ur client or the fika server, as im currently running headless
for Moar? Moar.dll needs to be on the headless
ok and the rest on ur client?
the user folder goes into your server directory
so its all on the headless server then? how do u interact with it on the client then?
okay sorry that is me being dumb
np. moar.dll needs to be in your headless clients BepInEx/plugins folder. everything in user/mods/DewardianDev-MOAR goes into your servers game folder. server being where you start spt.server.exe
right, and that means im assuming I need to edit whatever settings through the headless?
moar has settings in the server, in config files
@tight osprey are you playing from the same directory that you start the server from?
I believe so yeah, my headless n server are in the same folder, I'm assuming most have a headless folder and server folder
Basically, my spt server and headless are on my "server pc" and I just connect locally on my main machine using the spt launcher
After re-reading the instructions I'm guessing people have the headless on the 2nd pc and everything else on the main
which makes WAY more sense
Okay, you need MOAR.dll on the headless, and in the directory that you launch SPT.Launcher.exe from
Not always. I am hosting my server on my PC, and playing from that same directory. I have a 2nd installation of 3.11.3 to use as a headless client, to offload the AI. Which is what I assume you are doing too
yes
but my headless install and sptserver.exe are in the same directory
so unless thats completely wrong
which would mean a bunch of my mods probably aren't working properly
that sounds incorrect to me. but I dont want to tell you something that isnt correct.
im sorry shynd!
spt.server.exe & headless same directory, different directory, doesn't matter in the slightest.
- every client, including headless, needs MOAR.dll
- almost all settings should be adjusted in <server folder>/user/mods/dewardiandev-MOAR/ config files
- there are a few, very small few, settings that need to be configured in <headless client folder>/BepInEx/config/com.whatever.moar.cfg
ah right
things like pmc aggression or whatever
So if my headless and sptserver.exe are in the same directory, and i plonk all the mods in there, does that achieve that desired result
ofc having them on my sptlauncher files on my main pc
"all the mods" i have no idea what you are talking about. if we are talking about MOAR, then yes.
sorry yes, i do mean that, i just have a bunch more ofc
so assuming a similar rule applies for most/all
par client side stuff
sounds right to me. you of course do not need to install any server mods on your game client if your server is running on a different machine, btu it also won't hurt.
ah right, so for example uifixes, I just need that on the pc which hosts the server.exe
oh
no!
you need uifixes everywhere
okay, I assumed so for that one
headless client, your game client, etc. i'm not sure why we're talking about it in Dewar's thread though.
yes i just thought that
my apologies
well thanks for the help anyway think I've got what I need now
They still spawn in waves but at the beginning
Even if I set the waves to 0?
Or just install Moar on your clients too.. so that you can use the f12 menu to adjust server settings on the flu
Yeah I've done that now
Kk
But ive basically edited a preset to have 100% chance, the bot waves are 0 and for the map im testing its also 0, so would that indicate a single wave on enemies spawn?
Yeah anytime @sour karma pops his head up you can be sure he knows what he's talking about. π
Anyway..
Have fun @tight osprey
ty
Just for clarification, if we run ONLY headless mode: Doing server-side config settings and the .dll is then only needed on headless and not the "normal" clients (suffering on-the-fly-changes, but intended) ?
Yeah that should be the case
when tweaking MOAR settings, how do pmcWaveCount in mapConfig and pmcWaveQuantity in config interact? is Quant a multiplier?
ty @sour karma !
pmcWaveQuantity multiplier pmcWaveCount < actual count per map
Well my buddies complain that theyre getting one clicked too offen after implementing ALP
Also they cant separate scavs from pmcs, is there a way to change this?
One clicked by who?
Also what level are they
ALP makes early game easier.
Late game harder relatively
If they are level 50 and want to steam roll thats not the mod for you
Pmcs
Around lvl 40
Yeah, basically at that level you are seeing pmcs use higher tier ammo
ALP is a balanced mod. So at higher levels if you want to steam role maybe adjust settings
Also saw scavs with bp ammo
That's in the base game
Just rare
At higher levels slightly more seen
Could also be looting bots
Unlikely. Looting bots just moved bots around a bit
You can adjust everything about nonPmcBots in the config.
Ye im gonna dig into the configs a bit
Basically if there is something you don't want to be touched set it to [0,0],
For a particular bot
You could also make it so you are fighting less higher level bots in the config
Ie set it so the tier 4/5 as super rare
is there a setting to turn the custom boss loot off?
so 0,0 is vanilla settings of tarkov?
found it "enableNonPMCBotChanges"
so also custom scav loot would be turned off?
If non technical that's the easy way
I think so?
Been a while since I checked
I do look at looting bots settings to determine if you have loot turned off for bots there
well i will try getting things running with "enableNonPMCBotChanges"
Turn that off to turn off changes.
If you want to turn off changes for specific bots there is now an option for that. Just add the bot name to the remove list in the nonPmcBotConfig
i will think i leaving it like this will be fine first up
question to MOAR:
"live-like": {},
"quiet-raids": {
"randomSpawns": true,
"scavGroupChance": 0.1,
"scavMaxGroupSize": 2,
"pmcGroupChance": 0.1,
"pmcMaxGroupSize": 2,
"scavWaveQuantity": 0.7,
"pmcWaveQuantity": 0.6,
"mainBossChanceBuff": 0
if theres pmc max group size 2 why are there sometimes groups of 4 in this raid config?
ah
answered it myself
so can i tweak the live like settings?
If two spawns spawn together on the same spot I make them teammates
You can, but they are just whatever is default in the config
You could add them there too if you want to alter them
yes thats what i meant
This happens if a bad spawn causes the team to be repositioned
But instead of them murdering eachother they team up
Much better outcome I'd say
so if want more scavs in live like raids:
"live-like": {
"scavGroupChance": 0.5,
"scavMaxGroupSize": 3,
"scavWaveQuantity": 1.2
},
Not me banning all entities from using AP type ammo. (BP, 55a1 and PBP are fine tho, just not MAI and SSA AP)
Those make lighthouse much better
possible to add to the map overrides?
Ish.
I'll see
With my questoverhaul mod, I may reintroduce the regular guard numbers
will see
Does this affect anything else, or does it just decrease boss guards/rouges across all maps? π€
It affects guards, rogues spawns, zyarchi, and a few other small things in general
Just helps on some of the larger naps
how to remove level binding in ALP? i want to get full randomness
Just set all the bot range at levels to [1,1,1,1,1]
?
Am i the only one who has trouble downloading some of the latest MOAR for 3.9.8? I get an error on google drive when trying to download 2.3.0 or 2.3.1. but 2.2.2 works fine.
Too bad, i'll try my luck with 2.2.2. Thanks for all your work btw.
While using Headless on my own machine with which i play, i edit stuff regulary with f12?
For your headless it has its own config that you cannot edit via normal client. Should be edited manually.
As for the mods, set the parameters you need and then copy it from normal to headless, since the host controls a lot of client mod related stuff like AI and some spawn Mods.
So for example, MOAR's config i'm editing on headless for boss chances right?
UFF i don't know whether dewar swapped it to be f12 based or if it's still server based... scroll up and check for history pls
Cause f12 in the distant past used tobe completely optional
F12 controls the server when using fika
The map/boss configs are on the server and require a restart to change
But spawn chances i handle thourh headless?
No. Headless runs the code for the map related changes to spawnpoints, and some changes I've made around hostility.
The server holds all configs
The f12 menu, wherever it's run, controls the rest, it's a remote for the server effectively
If fika is not installed is a different story
but f12 doesnt have boss chance percentages.
so i should edit that through my SPT folder not headless?
Yes, configs on the server (wherever it is) should be edited if you want those changed
Only the "main" config.json is effectively controlled by f12
It's confusing but was my adaptation for fika
i changed Bossconfig on headless and it shows my percentage i changed when headless loads. so i guess it's alright?
it's confusing π youre right
Well since i installed the mod the enemy pmcs are manequin idk why (ALP or MOAR)
That is bizarre.
Like they move and stuff?
Turn off clothing changes in alp
Likely another mod interaction
completely normal Pmcs that move and do stuff yes
look at the face
Yeah, that's me grabbing all the clothing and randomizing it
without a bot in it
You mean just the gun?
Or equipment
just the eqp
That's a hard bug
I've seen that. Might be alp
Turn off clothing changes and let me know if you still see it
If the equipment thing happens too let me know
Other mods?
you mean leveled clothing?
Yeah
Less restricting headware may cause problems. So try removing that if you see issues
Turn off leveled clothing in the config
as far as i see, changing the config fixxed it
K I'll turn it off and look at it for the next release
tested 2 raids as spectator and didnt see any manequins and no flying eqp
Kinda hilarious bug
can we have that as a feature ? π
A complete rewrite of vanilla tarkov quests. I need to get a blurb and mod page for it
But RC1 is ready for a role
peacemaker smugglers? and is arenaFighterEvent bloodhounds?
arenafighterevent is smugglers, there is no longer bloodhounds
Hey Dewar, I have a question about MOAR.
If I add 60min to the raid timer, Do I need to double my scavWaveQuantity ?
No
Was there a change in logic for 3.11 and MOAR? I remember previously you had mentioned with or without startingpmc, it should never spawn more than the map max of PMCs, it was just a matter of when they would spawn. Is this different now?
I just did a customs, with no changes other than setting the Preset weights to just be 'live-like' and by 15 minutes into raid I had counted 17 PMCs (not all at once, but as they died they would get replaced when the next wave would trigger I assume)
Edit: I left startingpmc off
new event? mannequin challenge
Lol
Hello. I have some problems with Moar. When I am in the raid, I have stuttering and lags in random times, approximately every 10 seconds.
I lowered the number of bots from 20 to 7, but this did not give results, I also tried to set up both the server part and the client, nothing changed. Moar also works with stuttering out of the box, that is, without tuning.
I do not understand that this is not the case and I do not want to delete Moar from my assembly. Who faced such a problem and is it possible to solve it somehow?
My PC
Rayzen 9 3900x
2070
RAM 64 gigs
This is just in case, so that they do not say that I have a weak computer
What is the base value of
"pmcGroupChance":
"pmcWaveQuantity":
cause i want to edit the "more scavs" preset to spawn less pmcs
it would be logic that it is 1 ,but im asking just to clarify this
so the base values are displayed in the settings config file
Why is there such a odd number of all the chances added together in the PresetWeightings file? Like 100 (%) overall
It's a relative weighting system. Not a percentage
why not a percentage system? cause of the base game values? just curious
It's just a. Choice. Makes it easy
Where do I submit an issue with MOAR. Thank you
Here
If the issue is that it's great, and you love me. No need to file a ticket.

The mod is great... And of course everyone loves you. The issue is when I load the mode for more scavs and click save to push it to the server. I don't get any scavs at all. Lots of PMC no scav.
Oh.. that is strange
I don't ever run scavs so haven't tested that game mode.
I'll add it to the list
I think I need a separate config for scaving
I'll do more testing as well just thought maybe someone else might be having an issue. I do love your work.
Shoreline.
Yeah, I need a separate config for scavs
I wonder if it's just a preset issue. I ran a raid on random and scavs were on the map. I loaded more scavs preset and nothing.
Hmmm
More scav preset eh? I'll take a look.
Could also just be luck. Unless you have a map mod to view them
Remember that by default the weighting puts pmcs slightly before scavs in the weighting of being spawned
If you want to run a scav raid, you could just set a custom preset for it in the server config and switch to it
Reduce pmcs
Oh shit. I am using bot debug. I wonder if it's seeing scavs as PMC???
No idea
I can try that
Thank you
Sorry for the repeat Dewar, but I am still experiencing this. Are PMCs supposed to be respawing 20 minutes into the raid? using the .6 wave and a .1 made no difference, nor did 'startingpmc' and disabling all the wave/cascade options.
The can. Disabling allwaves no
Ah bummer. Was that a change from previosu versions? I thought I had recalled you saying they would still "waves" but never spawn more than the max number total?
Out of curiosity what exactly does 'startingPMCs' doing exactly if there is always going to be waves through out the raid?
They should make a difference. Did you hit save?
Also I have seen a bug where the client doesn't update until the second raid
I do everything I can through the Server Config, I have the client side but try not to use it, but when I do yes I am making sure to "pull" and then "Save"
But yes, last evening I had multiple customs raids, eitehr set for .1 PMC distro or if I disabled the cascading and enabled startingpmc and random spawns I still had PMC's spawning in with 20 minutes left in raid.
With .1 there would literally be 1 spawn near mid point I think
The rest would be front
Similar with starting pmcs. But more contracted
Going to do a pass on my mods today.
To be honest I've been having this happen too with headless fika. I figured it was just because i have a load of mods so i didn't report it.
My setup is:
Laptop with headless and server running (MOAR is installed on this machine)
Main pc with just client (MOAR not installed on client)
I'd imagine this is probably not the correct way to install headless but I've been doing this since 3.9 lol
Like i got 12 pmc dogtags from one factory raid i don't think the math is mathing. Just means more loot for me though
Did you find them? Cause SPT does add additional PMC spawns
I had to go find them for ABPS cause PMCs kept spawning when I disabled all spawning early on
Iirc it's in the pmcConfig
removeExistingPmcWaves
And
customPmcWaves
Both in the pmcConfig
I think I hit both, I'll check. And as always thank you buddy.
oh
I didn't do customPmcWaves
I thought that turning on remove would kill them
π
added a line of code
pushed
cheers @brittle rose
I did see that but I was like, surely if I just hit this boolean the bots won't spawn right... Right?
lol
I'll download this and give it a try on my test setup!
Turning on the remove, will remove the existing ones from the location iirc.
That's how I did mine
setting all things to 0 should prevent spawns, except for hotspots
I'd be careful with clearing out the keys on that object.
You've probably tested, but I have seen weird errors when the code expects those keys to exist, even when they point to an empty array
Like turning a record to a {}
No errors for me on that, but 
cool cool
nice update thanks will test today
I am only on my second raid Dewar but this is working MUCH more as expected. Counted a max of 13 PMCs, no more have spawned in since like 10 minutes into raid, set to .1 PMC distro. (.6 was about the same except I had a few more spawns later into raid obviously). But no more of those 18 - 20 PMCs raids
Scavs feel a little light.... but I can play with the presets and up those values
Hello everyone, I was here doing a test with enemy generation mods and I had the following question: is it possible to configure moar so that it always keeps an x ββnumber of enemies?
something like, I killed an enemy
mod: ok, I'll spawn another one
Let me know if you see this consistently. Keeping in mind they are waited later in the raid
Pretty much does this out of the box, use the maxbotcap to control the limit
I think there was something interfering with the mod, I increased the amount and suddenly a bot came out of the ground
Yep
Nice
Sometimes no bot appears, I looked in the log and there are errors in the spawn, has anyone seen this?
No bot appears for the whole raid?
Yes, I tested it by putting the same settings on the 3 computers, but still nothing appeared.
Mod conflict likely
Mods, settings?
I will generate a clean log with the errors I find and send it here
my mods:
disregard the swag + donuts, I just put them there to test the bot spawns
list: questing bots
quest tracker
waypoints
dynamic maps
eftapi
gamme panel hud
leaveithere
more checkmarks
player encumbrancebar
realism
sain
simple crosshair
wtt (many)
tyrian radar
auto run
amands graphics
boss notifier
fov fix
looting bots
hidden caches
nerf bot grenades
weapon customizer
dad gamer mode
performance improvments
trade scrolling
third person
hands are noy busy
3.10
I think I saved a log that might be related, just a minute
I can send it in full, but I think these lines are relevant:
2025-05-06 17:59:58.451 -03:00|0.15.5.1.33420|Error|maperrors|Warning!!! 84 SpawnPointMarker will be deleted. They are exists on the location(scene), but not exists on backend.
-03:00|0.15.5.1.33420|Error|maperrors|Warning!!! 9 SpawnPointMarker will be added. They are exists on the backend, but not exists on location(scene).
-03:00|0.15.5.1.33420|Error|maperrors|SpawnPointMarker Id:5f9f188b-8489-4c06-ae14-ba4ca2a46028 fix message:Categories marker:Coop, Group params:Bot
2025-05-06 17:59:58.535 -03:00|0.15.5.1.33420|Error|maperrors|SpawnPointMarker Id:5f9f188b-8489-4c06-ae14-ba4ca2a46028 fix message:Sides marker:Pmc params:Savage
2025-05-06 17:59:58.535 -03:00|0.15.5.1.33420|Error|maperrors|SpawnPointMarker Id:3eed3347-ac2d-429b-870e-6e6bc076e05e fix message:Categories marker:Coop, Group params:Bot
2025-05-06 17:59:58.535 -03:00|0.15.5.1.33420|Error|maperrors|SpawnPointMarker Id:3eed3347-ac2d-429b-870e-6e6bc076e05e fix message:Sides marker:Pmc params:Savage
I used the default configuration (more scavs)
From what I understand, there is something wrong with the spawn points. I thought it was different settings on my friends' clients, but even in solo mode, no bots were appearing.
I tried to set all the settings to the same, but I was unsuccessful.
And finally, I tested swag + donuts and it worked.
It may be some mistake on my part, but I haven't found it yet. Later I will do more tests and post here what I found out.
idk if Dewar is going to expend effort on an old version
Those can be ignored. Not related to the bots
Likely due to the item mods. If you remove all mods and have the issue with major let me know
I'm not
Realism is known to cause issues you need to turn off a bunch of bot related stuff there. So does performance improvements potentially.
I think performance improvements is just simply not supported
Any idea what this means? idk what to check. π₯΄ 3.11.3 btw
why asking here?
MOAR is only thing I added since it started π
Why did you add MOAR without removing ABPS then
Nevermind, I see the problem now, it's not happening on my side, but I think one of my clients on the server still has it installed, disregard. Sorry! >.<
That a line from yours?

Yeah, it's part of the progressive bosses that communicates with the server 
Ive updated my server to Moar 3.1.1, using the same config that I was using in 3.1.0RC5. Its feeling like my raids are taking a very long time to populate. I have my bot caps at moars default, 20, and I get to just over 10, about halfway through the raid it seems. Im not sure if the issue is with my config, or if there is an issue with Moar? can I use the debug in moar to get a better idea of whats going on?
I cant figure it out π€― . Is there a log that I can watch to get a better idea of what is going on in regards to spawning bots? Im going to revert back to Moar 3.1.0RC5 and play for a bit in the meantime lol
Does MOAR 'overwrite' SVM and Raid Overhaul settings btw??? I checked my Server to see what MOAR was doing and it borked some of what Raid Overhaul changes and boss spawn chances I had set in SVM
it could just be me though, I dunno
"does my spawn mod do spawning things?!?"
The MOAR still supports the SAIN?
You should be hitting the maxbot cap without changing any strings over a raid
Moar will tell you why it has overwritten infinity values for raid times in the log
It also sets the boss spawn chances in the boss config. If you want to change these. Do it there.
Sain doesn't exist, Moar also supports Santa clause and logical world leaders
Ive had to go back to 3.1.0RC5 release. Im not sure if somethings broken. Is there any way I can see what Moar is doing behind the scenes and compare whats going on?
The only difference is I removed extra PMC spawns that were added in 311
Using 3.1.1 I get veryyyy slow bot population, hardly getting above 12 bots.
Yeah this is very bizarre
What is very slow over what time period?
I knew I should have documented this when I was messing with it earlier lol. For example I will start run a reserve raid. 3-4 raiders will always spawn at the start and up until the midpointish in the raid Ill just be getting over 10 total bots (they arent killing each other either) maybe 4pmc max, and then scavs start to spawn.
I wonder if I am just missing the extra PMC spawns that you removed, since thats all you did for the update lol
Ive kept the config default for the most part. I change difficulty for pmc and scavs, I turn on random spawns and disable spawn smoothing. Im sitting in a corner of the map with CWX Bot Monitor turned on and watching the list populate.
I haven't tested random spawning but it should be working fine.
The cascade will just mean less consistent spawns.
I wasnt too keen on cascading simply based off of your description on the hub. let me make a note to try turning that on and testing this all again lol
Try increasing the PMC/scav group chance slightly
It improves performance
I'd leave it on if not using starting pmcs
0.2 for group chance should be the norm
Everything else looks fine
Also not sure if this matters but when I start the server, it reports "Mod: MOAR version: 3.1.1 by: DewardianDev loaded" but in the bepinex menu it shows 3.1.0, probably doesnt matter right?
oops, i meant 3.1.1
when I am using 3.1.1, lol
I'll be pushing a patch to moars client .DLL that is stolen from Sain to help with spawns that are cancelled or shifted.
Yeah that should be fine
I don't always update the client version
I was inadvertently relying on some Sain logic for my custom spawns because Sain was always available. That should help with maps like reserve where some of the spawns I've limited may be inaccessible
A stop gap you could try is dropping all the culling values for reserve (and other maps) down a bit in the mapConfig
One other thing I have done is changed the static forcedPreset = "random"; in globalvalues.js from random to custom, so it always uses my settings from my config, which I assume are just the live-like preset, with modifications, yeahh?
Live like === custom if you've set the config values in the server
What do these culling values do? how do they work? lol
There are literally hundreds of spawn points for every map
If bots were allowed to spawn at all you'd get really bad distributions
As many points ae around. Pois
So I run a script that checks the distance around them, and culls any point that is too close to an already used point
I cull them down so that every spawnpoint is at a min distance from the next
Oooh okay
Reducing those values increase the number of spawn points
Which may be a good stop gap
But reducing the values also is likely helpful for the spawn algorithm and other things for performance
Less logical to iterate through
In any case feel free to reduce all cull values by half
It may help you see more spawns populate while I have this bug on some maps with custom points
Im going to change up my config based off of our conversation and if needed I'll try to get some better documentation of my issue instead of coming back and saying "something feels off" lol
Appreciate the help!
Noted! thank you ^.^
Did you make sure that you disabled the removeExistingPmcs thing like I mentioned?
If that's enabled it'll remove any initial PMCs in the location data
The two values? I did
One set to true, the other an empty array
The true is removing those existing values
If that's what you want it's fine, it runs on post db
I set both
Hey, I managed to get it to work, but I can't explain what was interfering. I removed the moar from the other computers and left it only on mine. When I entered the game, everything was working perfectly.
It seems that there were no problems with realism and performance improvements
Release is out for moar, all using it should update
I just got it dialed in the way I wanted. 
Do you still suggest wiping everything out when updating or can we overwrite?
oh just keep your settings
they didn't change
it's just the .dll
which you NEED to update
or keep playing with it broken π
Love that show
MOAR has 2 more small patches, both server side.
Should help a lot with cascade accuracy and early game fights
OH good! I was trying to do some more raids before commenting things seemed a little "dead" scav wise early in raids and I rarely hit the 20 bot cap if there werent bosses.
I doubled the scav wave multiplier to compensate, lol. I'll give these a try and see if that doesnt help out!
does thsi have to do smth with MOAR?
But im not even using custom bosses.. wtf
okk gonna look into it
ahh srry it was from raid overhaul. i didnt remove it fully
having an issue with ai spawning right in front of us
Fika only keeps spawning distance from the main player. Stay together
gotchu
How does this work in the case of a headless client?
Theoretically it does spawn distance from the headless client character which exists somewhere under the map and is periodically updated to be the same x,y coordinates as the person who initiated the raid. So the answer is the same: stick together.
yeah ive had partisan spawn behind me twice
i'd spawn and immediately start taking fire
Hey small issue with algorithmic level prog. My friend and I are both level 10, we ran into some PMCs that were 25 with class 6 armors and stuff, all settings are default aside from lowering boss chances, any ideas why this is happening? (Traders level 1 still too)
Look in the config, there should be something for weighted ranges
yo. Mod question, With moar how can i achive Live like starting pmcs only with it ?
Turn on 'Starting PMCs' in the config
In bepinex or the user mods one ?
I do everything in the server config, that way it persists through restarts. But Bepienx should do the same thing, just make sure you "pull from server" and click "Save" at the bottom.
I think Dewar said it can sometimes take a raid or 2 for those to take effect as well. So I just stop the server, update the server config and relaunch
Server config like in the main menu f12 ?
the config file in the user/mods/<whatevermodname>
great just did it. Thanks guys
Roaming bots prerelease
Message me if you see any issues
Works with looting bota
Requires bigbrain
would this conflict with the sain test build from the main discord or nah
oh lovely
He is pushing release shortly
Forgot to attach download
hip hip hooray questing bots 2 lmao
Kinda. Less complex, less performance, applies to scavs
Leave feedback here
Use non debug version above, and don't install both .dlls
this seems to be affecting goons weirdly? got killed by knight who ran off from pipe & bird (they were like 400 meters away from him LOL) and after killing me he ran around dorms in a circle for a while
granted this could be the test build of sain acting up but i don't think i've seen this behaviour before
This is just Dewar's split personality working on mods as well.
You cannot convince me otherwise
This happens vanilla
Usually when you engage knight then big pipe and birdeye come running over
Doesn't affect bosses/marksman
huh, iβve just never seen knight stray that far from the other two before i guess
He does weird shit.
evidently))
This is gold. Thank you! Gonna try it later β€οΈ
Question about compatibility (for anyone who already tried), does this work with Spock's Mod (AI-Refactored)? My guess is a 'don't think so', but...
i doubt it. roaming bots requires bigbrain, and ai refactored is a whole brain replacement.
Spockβs mod gonna handle ALL aspect of AI, so high chance thatβs a no. Looking through the code I can see it handles combat, navigation, decision making, etcβ¦and it was built from the ground up, so no Bigbrain, Loot bots, quest bots, etcβ¦
For the time being if only SAIN can fix the tango dancing of bots then Iβm gonna be happy till Spockβs drop πππ
So spocks will have all these mods intrgrated in its own mod just he writes it himself?
Like mod will have AI doing quests, looting and etc?
go ask him, in his thread
Pretty sure he write them himself but the implementation/algorithm canβt be too far off from the other mods.
I mean how many ways can you make bots roam around
But the main thing is that he writes it in a way that works within his own environment.
If I understand it correctly, other AI mod use Tarkov's brain as base. But Spock just completely overwrite Tarkov's brain, with is own brain.
But his bots will have missions, such as roaming, looting, questing, combat ... ect.
So by nature, any other AI mod will be absolutely incompatible. At least without any compatibility fix from spock
We will see. One human covering all aspects of AI, movement, difficulty, all of it. will likely be challenging.
Not to say he/she isn't capable, but it's a huge thing to try to accomplish to replace sain/3 other mods
Like Sain's group combat component. That is nuts
@sour karma
Is there a place to find others wanting to play on a server?
like a LFG type deal for Fika?
#π€lfg ?
Sent you a message Dewar
Using AQP and loooove it. The quest progression feels so good. One thing though that was a BIG issue so far was that dang dorms 114 key for the first Therapist quest. We never found one, did tons of customs checking the medic car etc, checking fence constantly, had to buy it on flea all the way at level 15. Which ofc means we didn't get Skier unlocked until after 15, kind of frustrating
I noticed this as well, but it didnt bother me too much. Does the key even spawn in the damn car anymore? π
Idk I'm convinced it doesn't I checked that damn car so many times lol
Lol kk
Might move it then
You can just adjust the mainquests JSON order
Also the questAdjustmen has an easy way to change unlock quests
It's all just quest names
I'm stuck on that quest too lol
I'll adjust it. I may just give the fracking key on start
Just made two changes to AQP
One for load order, one for that first quest
Just a short question on MOAR 3.1.5 are Sniper Spawns fixed?
You are awesome, thanks for the great mods π
no
It's being worked on, but the work is client side
Ah i see.
Dewar any updates on how you and your friend doing on uodating sain? Just curious
We have stopped, Brie bries version is excellent
roger roger
I believe its massive investment of time when you have almost working version just right there
exactly
So kind of a weird thing happened with that update for AQP, I had already finished Closer to the People, but hadn't unlocked Skier yet. After the update, Skier is still locked. Is there a way I can go back and force unlock him?
Oh poop.. just delete the req for him in the config file under unlocks
""
Set to empty string
Go find "closer to the people" in the config unlocks and delete t so it's just empty
Contribute to Andrewgdewar/AlgorithmicQuestingProgression development by creating an account on GitHub.
That
That worked, thanks!
going to try this tonight
where can we get this?
https://discord.com/channels/875684761291599922/1366613823758401669 https://github.com/lionbryce/SAIN
Is that a working SAIN for 3.11? How do you download from that? I cant understand github
Yes but this is not a SAIN thread. Please go to #mod-questions
Dewar or anyone in the know,
Do bosses happen to follow like the PMC or Scav difficulty of MOAR, or are they always like a specific difficulty, or perhaps they follow the "Pre-Raid" settings?
Had a rough experience with Reshala and the boys spawning out in the trees in front of 3 story and full auto thoraxing me from 100m, be lying if I said I wasnt a little salty
and looking for anyone to hopefully detune or add some initial targeting delay/spread
Bosses follow boss difficulty which is much increased over pmcs and scavs
Thank you. Oh I definitly get they are much more difficult than everything else. I just knew that ABPS had setting for Easy/Normal/Hard chances and SAIN had setting for tweaking the specific EAsy/normal/Hard values so wasnt sure if MOAR also had something to pick the spawn difficulty chance or if the Pre-Raid would still effect which one went.
All this assumes it matters if a boss is "easy/normal/hard", I guess it could be the same skill values regardless for them, lol
I'll just "get good" for now!
They all have easy normal hard impossible, but as you know, easy bosses are like impossible scavs on the scale
question on MOAR settings with a headless client. Does the headless client do any kind of check and sync with the server before spinning up to host a raid? so like, if i change MOAR settings from f12 on my client and click save, will the headless sync with those settings before hosting a raid?
ok, nevermind. think i found my answer. looks like it does when the headless client is started, not on the fly/per raid
now we're thinkin with portals
It should per raid
huh, it does. i was going off of the bepinex moar .cfg file on the headless client, but i never actually hit "start raid", just had it load everything up to. i saw it reflect the changes after i loaded into the raid. thanks for confirming
Is there a way for Moar spawn settings to increase the cultist spawn rate?
Yes. Adjust cultistPriest spawn rate in bossConfig
Moar won't make them spawn during the day though
Hello, I am using ALP and just wondering if anyone knows how I can mess with in the config that will make PMCs spawn with more heavily modified weapons? I was just hoping to have less PMCs spawn with naked guns even though they have high tier ammo. Thanks
If you scroll up a bit someone made them spawn random tiers. 
Thanks. I'll take a gander
I'm still using 3.0.1 Experimental, and I really just wanted a short answer, so that I can do the troubleshooting myself. I'm assuming you're not giving much support for older versions. Bot spawns are whack sometimes, and it'll just spawn bosses and their guards. That's without changing ANY of the settings. Is it a known issue? We're using a combination of Realism, Looting and Questing Bots. Nothing else that changes spawns.
Do you know what the presets are?
Read the mod page on how to adjust the preset configs.
Also realism has bot changes, including boss changes, so ensure those are all turned off.
Hello Dewar i have a qeustion in regards to ALP, i tired my best to understand the config settings. i pretty much understand the pmc side but the non pmc side it where i struggle. Im trying to make it so my scavs are scavs plan old vanilla scavs with vanilla scav loot. and my boss/raiders/goons to be harder. however when i load in my scavs literally have god teir ammo. and my pmcs dont. is there anyway i can make it so my scavs arent walking around with level 6 ammo please.
I think you should just turn off nonPmcBot changes
anyone know why partisan always spawns infront of me when loading in (not always but majority when he does spawn)
i use a live like preset
okay thank you will do
His Spawn rate is pretty high vanilla, you can change the spawn rates by goin to \user\mods\DewardianDev-MOAR\config-> bossConfig.json
For example i put his spawn chance at 8 , but thats just subjective
(If the problem is the spawn rate)
How he spawns is annoying too
A lot of times he'll spawn near the player near the start of the raid
That is all vanilla
Which I dislike
I put his spawn rate at 10%
But I should likely just assign him a random spawn manually to get him away from the player
I straight up have disabled him in the MOAR config. His mechanic is stupid especially so for PvE/SPT
Yeah I'm not a fan.
He just gets murdered in most of my raids where shows up and then we find grenades everywhere.
His grenades are the most dangerous thing about him
Definitely. We had one woods run. 3 man team and we were moving through the area between the back of the mountain and the village. I heard something that I thought was a suppressed shot and asked if my buddies had heard it. They responded βnoβ then blew up. I was likeβ¦ well. Shit. Wish I was recording cause it was actually hilarious.
That was the cord being pulled.
Yup
100% from my end it was hilarious. I didnt die. My buddies⦠not so entertained.
hey guys im new to th MOAR mod i previously had ABPS but is there any way i can set my settings in MOAR to where only the default amount of pmcs spawn and they dont continuously spawn.
They won't continuously spawn
It will only spawn as many bots as I the mapConfig for each map around 10 each
Kolontay spawned in customs and i have no idea how
Mabye a boss invasion preset by MOAR?
Might be right
Caught me so off guard tho
Do i gotta set the preset everytime i start the game?
Cos it defaults to random
Gets a little tedious
Happens, in the beginning of the raid theres a Line written bottom right that says the preset
you can press end to draw it again in the raid to check the setting
Alright
You can just set the preset weighting
If using fika it doesn't store it in the server so just use the weightings file
Hi Dewar I believe I found an issue when using the headless client on Ground Zero. MOAR MaxBotCap is not being respected and instead defaults to 15 no matter what I enter. I loaded up Customs and didn't have this issue - just GZ, granted, I haven't tested all maps. Should be easy to replicate but if you need/want more info, just let me know!
Just to be sure, you know theres two different versions of ground zero?
dunno how it's being handled here or what exactly you're looking at, but
There is high and low
And there is an override in the mapConfig you can set
Adjust the maxBotCap there
Factory is similar
Appreciate the response. Is the lack of control through the bepinex menu intentional? It works for other maps but not GZ low (havenβt confirmed GZ high).
It's an override for smaller maps
Yes intentional
Not a bug
Understood. However, can the override be removed by me? I want anyone that doesnβt have direct access to the server pc to be able to control MaxBotCap via the bepinex menu from any client.
yes you can remove the override or adjust it
in mapconfig
it's called MaxBotOverride, just remove or change the line
Awesome - I'll try that. Thanks so much Dewar - I love MOAR!
Going to be publishing an update with a bunch more presets
and some small changes soon
I'll keep my eye out for it!
@primal thicket when i launch my headless spt. every time my f12 settings are nulled. everything deffault. somehow i managed to make that difficulty is on the level i wanted, but preset is always back to random, i do push pull setting from server but nothing changes
that's how MOAR works. if you want things to be permanent, change them in the server mod config files.
of headles server or spt?
i bet headless
the server. there is only one server. wherever you are runnning the server, change it there.
do i change that on presetweigh? cant find which says smth about set preset
yes, you would change the preset weights if you want to control which presets are being used
it will always default to random preset, so if you want, for instance, live-like to be the only one selected by the Random preset, then you would change every other preset to 0 and leave live-like at a positive number. i personally choose to have live-like at 100 and quiet-raids at 10, that means on average one out of every ten raids would be quiet.
idk if its the new Sain Version or any other conflict but theres a lot of multiple bot spawning happening on each other, plus bots appear but arent completely spawned in yet
Sain doesn't have anything to do with spawning
This generally means that the core bot generation is broken. Without logs, it's impossible to tell.
MOAR and Sain both work together just fine, so it's something in your setup/modlist.
Well the weird thing is, it just happens with the new sain version
Anyway ill test it more and look into the logs
I havenβt experienced anything with the 2 combined in the last 8 hours
I tried using AQP to remove requirement for quest Pest Control to kills scavs in the specific zone, it did not seem to work. Did I make a mistake doing it or the requirement can't be removed after you accepted the quest?
Likely didn't do something correctly. Could tell you without an understanding of the changes made
should it be just the quest name and condition id under "deletereqlist"? I've looked up the quest json on tarkynator and found the id for "inzone" condition
That should work if you use the correct I'd, and the name is correct as per the quests.json
This is probably a dumb question, but I'm using the more-pmc preset with the updated SAIN, I want lower Scavs and more PMCs should I be turning down the Scav Quantity down quite a bit? I'm also okay with 1-3 scavs max. Thanks
Yup. Just tinker
thanks
Is MOAR a current culprit for the "Unable to complete SSL connection" error currently? I have seen a few mention it in regards to MOAR, but wanted to check.
I haven't seen it
ok... just finished testing back to back with Acid's ABPS and latest MOAR from SPT hub.... PMC aggression and group size and sniper placement are all CORRECTED with MOAR, while using SAIN.
- PMC's not in their own group (I set group size to 2 max) will attack other PMCs on sight and scavs
- sniper scavs will target you from further away (beyond 100m)
- PMCs when taking elevated positions that can see further will take shots at me from beyond 100m (Customs 3 silo outdoor tower structure by fortress, shooting all the way to radio tower and back railroad tracks to the south)
Bosses have their advanced vision back and will engage at longer ranges (goons expected as they always have insane vision) - beyond 100m if fired upon first or you make enough commotion and get noticed in the open 50m and out.
- PMCs set to 1.0 difficulty
- Scavs set to .85 difficulty on MOAR server config
Raids feel Live Like with PMCs pushing hard, Scavs making insane random shots that hit, and Bosses that cheat their butts off!
Thank you @primal thicket for your great spawn mod! Sorry @brittle rose I couldn't seem to get your ABPS working after a month of tweaking it... not sure why the PMC aggro and bosses just stand there dormant with yours.
**No other bot brain mods were altered/removed/added during the testing... only MOAR or ABPS were added or removed. **
**Other bot brain mods installed during testing: **
- Phen Roaming Bots
- Looting Bots
- Waypoints
- BigBrain
- SAIN
- Acid's Progressive Bot System
- FIKA + Headless Client
Oh and with MOAR you can effectively "clear the map" if you kill everything by the 10min mark. (PMC spawns set to 0.1, and Scav spawns at default in the config).
It's so nice to be able to explore without scav waves swarming for the whole raid! 
Finished some further testing on all maps as seen in my post in the SAIN channel: #1233871315690328156 message
Turned out great, and plays like Live Tarkov or very similar. Thanks @primal thicket again for making this easy to play Labs again!
My MOAR settings here:
#1233871315690328156 message
I need to remove a few spawns on the other side of the hermetic door in labs
By chance is there a specific reason Zachy boi doesn't 100% spawn with MOAR default settings on Lighthouse?
Performance
AdvancedConfigs.json performanceChangesthos changes streets too and helps a LOT on that map and lighthouse for rogues
That would help a lot! I ran out of ammo three times and had to keep running back for guns 
I saw that, less Rogues on water treatment more often and less guards on Streets... interesting... so I can set "EnableBossPerformanceImprovements": true, to FALSE in the advancedConfig.json and it will allow Rogues and Bosses and Guards to spawn in like LIVE?
7900XTX + 9800X3d + 64GB DDR5, not worried. 
And it still... takes a hit... (concern.gif) ok then, leaving as is.
And yes, I like 90+ on all maps as a minimum.
Feel free to turn it off and give it a whirl
headless go brr
@primal thicket do you use Headless?
Oh i need to change that on headless thanks
yeah even in headless i lost frames but worth it
Anyone know why I'm not getting any "normal" scav spawns? As in, the ones that just wander around an area? Pmcs are working great and sniper scavs are spawning too, just not normal scavs.
Definitely donβt have that problem. I had to kick up the wave multiplier thing a fair bit to get it where I wanted, but they spawn for me.
probably your max bots not letting them spawn
if i want the cultist spawns higher can i just add the sectantPriest line with spawn chance to the config?
add them to the bossconfig on whatever map you want them to spawn on, yes. they only spawn at night however.


