Mod Details

BrainTweaks

BrainTweaks 0.2.8

Created by  flir

15.2K Downloads

SPT 3.11.4 Compatible

Modify bot brains, remove cheats from bots ...

Latest Version 0.2.8
SPT 3.11.4

Updated May 22, 8:12 AM

Version Notes
  • Fix: user supplied config was not applied (There was a log info telling it was but the default one was applied…, this is now fixed) sorry
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What ?

This is a SPT mod to tweak the bot brains

  • They can no longer throw grenades

  • They can no longer sneak on you sprinting

  • They can no longer reload their weapon like machines

  • They no longer have eternal stamina

  • Rogues are less laser like and are more disturbed when shot at, their hearing is not like the next generation sonar. They should not voluntarily choose head as a target at first shot.

  • Scavs are now really brutes with bad weapons skills and bad hearing

  • Goons reworked a little bit to tone down their head-shooting-habit.

  • BEAR and USEC are reworked to be less laserlike on the head.

  • BEAR, USEC, Scavs, Goons and Rogues now miss some grenades you launch at them (by default they spot 100% of grenades you launch)

  • BEAR, USEC, Scavs (at the moment) now miss some of your tripwires and will blow up on them (thanks to Polarius for testing the feature and giving the idea)

  • More to come …

How ?

Just unzip in your root directory as any other good mod (this mod contains the user/mods directory tree.

If you just want to enjoy, you are ready to go.

If you want to switch some features on/off go to the config directory of this mod (user/mods/flir-BrainTweaks/config) and make a copy of the config.jsonc file to userconfig.jsonc. Then edit to your liking.

If you want to tweak the bot brains by yourself:

To avoid losing you brain config each time you install a new release

we have a special directory (db/userbots) where you can work.

Look into the db/bots/\*.json and copy the desired ones to the db/userbots/

directory. Then you can edit the files in db/userbots/\*.json as much as you

want.

Be advised that each entry in your new file is the only one to take effect.

This means that if you only want to modify one setting and let the mod handle the rest

you should remove all the settings you don’t intend to manage from the copied file.

For reference, you can use the document created by Solarint

Why ?

Because I don’t have SAIN in 3.11

Who ?

This mod is made by me.

I got some inspiration from

Normalized Bots port ~3.11 and FairFight

But the code is mine.

Version 0.2.8
Download Mod Version
SPT 3.11.4
Latest Compatible SPT Version

11.2K Downloads

Created May 22, 8:12 AM

Updated May 22, 8:12 AM

Virus Total Results
  • Fix: user supplied config was not applied (There was a log info telling it was but the default one was applied…, this is now fixed) sorry
Version 0.2.7
Download Mod Version
Unknown SPT Version
Latest Compatible SPT Version

394 Downloads

Created May 22, 12:28 AM

Updated May 22, 12:28 AM

Virus Total Results
  • now can tweak health (see related config option, not fully tested yet), false by default to avoid conflict with other mods (see config option for info)
  • fixed bug which would not permit to load user supplied config
  • Explicit log to know if user supplied or default config is loaded
  • pmcbear aligned on bear
  • pmcuser aligned on usec
  • refactored the difficulty tweak apply function (internal change)
Version 0.2.6
Download Mod Version
Unknown SPT Version
Latest Compatible SPT Version

930 Downloads

Created May 21, 10:55 AM

Updated May 21, 10:55 AM

Virus Total Results
  • Rogues, Raiders, Goons now can ignore tripwires (in base game they always spot them)
  • Scavs now have a chance to ignore tripwires (in base game they always spot them)
  • USEC & BEAR have a chance to ignore tripwires in base game so I did NOT change it for the time being.
  • removed some logs that were meant for debug only
  • Explicit green log when mod successfully loads
  • Explicit message when mod cannot load because of config file not found
Version 0.2.5
Download Mod Version
Unknown SPT Version
Latest Compatible SPT Version

1.2K Downloads

Created May 20, 2:25 PM

Updated May 20, 2:25 PM

Virus Total Results
  • tweaked grenade sensitivity of rogues
    they are now less prompt to spot your grenades
    scaled depending on their difficulty.
  • tweaked goons (they still are formidable opponents though)
    • longer reaction time to sound
    • lowered vision angle
    • sprays shorter bursts when firing in full-auto (less bullets in your body)
    • wait longer between single shots (birdeye is always single fire)
    • lowered their sensitivity to player grenades
Version 0.2.4
Download Mod Version
Unknown SPT Version
Latest Compatible SPT Version

384 Downloads

Created May 20, 9:32 AM

Updated May 20, 9:32 AM

Virus Total Results
  • tweaked grenade sensitivity of:
    • bears
    • usecs
    • scavs

all of them now are less prompt to spot your grenades.

The easier they are the less they will spot your grenades.

Please tell me if you think the bots are now too insensitive to your grenades.

Please also note this only applies to BEAR, USEC and SCAV brains, all other bots are left untouched for the moment, waiting for some play testing feedback before going further.

Version 0.2.3
Download Mod Version
Unknown SPT Version
Latest Compatible SPT Version

651 Downloads

Created May 19, 10:59 PM

Updated May 19, 10:59 PM

Virus Total Results
  • added tweaks for bear
    • longer reaction time to sound,
    • lowered vision angle,
    • lowered chance to hear,
    • bumped scattering a bit,
    • when you shoot in a bigger radius around them,
    • sprays shorter bursts when firing in full-auto,
    • longer time before they can choose to target the head,
    • longer waiting time behind cover
  • aligned usecs on bear (some tweaks were missing)
Werpen

So this sh*t constantly doesn`t work normaly

  • They can no longer throw grenades doesnt work

  • They can no longer sneak on you sprinting doesnt work or game just spawn them by my back

  • They can no longer reload their weapon like machines doesnt work, got pmc stuck at mr and firing for 2 minutes

  • They no longer have eternal stamina doesnt work

  • Rogues are less laser like and are more disturbed when shot at, their hearing is not like the next generation sonar. They should not voluntarily choose head as a target at first shot. work

  • Scavs are now really brutes with bad weapons skills and bad hearing work

  • Goons reworked a little bit to tone down their head-shooting-habit. dunno

  • BEAR and USEC are reworked to be less laserlike on the head. seems like doesnt work

  • BEAR, USEC, Scavs, Goons and Rogues now miss some grenades you launch at them (by default they spot 100% of grenades you launch) work

  • BEAR, USEC, Scavs (at the moment) now miss some of your tripwires and will blow up on them (thanks to Polarius for testing the feature and giving the idea) dunno

0 Likes
0 Likes
silfarionblade

I don’t think this is working. I die to head-something every raid. The only enemies that don’t head-eyes me are scavs. Everything else: PMCs, player scavs, raiders, goons, etc one tap me every time. And it’s not a recoil thing - the first shot they take is instantly on my head. They can be full sprinting, do a complete 180 and one tap my head the instant they are facing me.

It seems to possibly have gotten worse since the most recent update. Is there some way to make the AI’s tendency to target the head configurable? Relavent mods include this one, “MOAR+Bagels”, “No Boss PMCs”, and “Looting Bots”, no other AI mods are installed.

To test - run factory. Engage PMC in close range, once they start fighting you proceed to die to a headshot instantly.

0 Likes

Same experience here, it seems like whenever the bot is not “easy” difficulty, they just instantly aim for head-eyes. Additionally, seems like bots prefer to teleport now instead of running. Noticed this behavior on goons at first, but raiders just tp-ed on my head after detecting me, and I don’t even know anymore.

0 Likes

I am at a loss here. I don’t encounter this kind of insta headeye behavior. Nor do I encounter this teleport issue at all. (I am using a debug mod of mine to see bots positions and I can see where they are.

What I see is that they are quite accurate to detect my sounds and will aim at me even if they don’t have a line of sight.

Some of them guards are really annoying and shoot straight to the head but I expected it because I did not tweak them yet…

What you should do is try and tweak the bot brain that annoys you most and report a setting that works for you so I can incorporate it after some tests. Sending me the whole modified brain file is enough since I will be able to detect changes.
I know this will not be perfect in a few releases, the brain tweaking is a long process and will take some time to get somewhat right.

0 Likes

I just died to a grenade. Every other time it’s head/eyes. I can’t move without dying.

0 Likes

Same here. PMC almost always headshot me: Head, Eyes, nape etc. Very often from ridiculous angels and distances.

0 Likes

I even tried lowering the difficulty to no avail. I looked at the bot brains but there’s like: pmc, pmc_bear, bear, etc. Which ones do the PMCs actually use?

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I for one do not experience this. I think people just misunderstand that the timer starts as soon as the bot is aggro’ed. So when they run to cover or lose sight of you, the timer is already ticking. That means if they get in combat with you and their first shot is X seconds later, then yeah they can (and sometimes will) one-tap you. If you have trouble with them beaming you through foilage you can add no bush esp mod.

1 Like
h3ticnade

Can I use with SAIN

0 Likes

I tested it with a self compiled version of sain. From what I can tell all the combat brain parts are taken over by SAIN. So it IS compatible(ie: no lock-up). I would not be surprised if SAIN took over most of the functionnalities of this mod to the point it would do basically nothing (appart from taking startup time on your server)

0 Likes

I am still not using SAIN myself because the bots do a lot of weird stuff, like going up stairs and teleporting back to the lower floor in a funny loop. Plus the bots are still static taking a spot behind a cover and waiting for you to come during the all raid.

So ATM SAIN is still off the table for me.

0 Likes
Plot_Device

flir… small hiccup… started lightkeeper quests…. even with DSP programmed (claymores don’t go off), Zachy boy shoots on sight and his guards do too. Had to pop on Demi-invincibility to test multiple raids… found a weird trigger event that either causes it or prevents it from happening….

If I SHOOT NO ONE AT ALL, before I step onto the lighthouse road… no aggro from Zachy and the boys.

If I shoot ANYONE (PMC, Scav, Guard, Goons, Rogues, a fricken fish in the water), it’s lights out at the gate from Zacy and his boys.

I currently have Braintweaks, LootingBots, Phen’s Roaming Bots (Github), Acid’s APBS + ABPS, Waypoints, and Big Brain. Also running the latest FIKA and Headless client.

I’ll test today one by one on the mod stack… see what’s causing this…. strangely it was a glitch a while back with a 3.9.x build of SPT for me, but I can’t recall what mod caused it to happen.

Maybe someone else has the same issue? If so, testing help is welcome! lol

0 Likes

If you remove Braintweaks do you still experience the same issue ? I don’t really see why BT would make them aggro or not but … this is Tarkov after all and we don’t know all the internals, so anything is possible…

0 Likes

As a side note I tried Phen’s Roaming Bots and did not find the bots really more “roaming”. Did you notice any change with this mod ? (I only tested on reserve so far)

0 Likes
Orjon_v1

thank you for your hard work

1 Like
KapnMittens

These guys still constantly 1 tap me D:

I had a scav hipfire 1 tap me to the face while strafing and getting hit by my bullets, from 50-75m

0 Likes

Well the mod does not make them miss or not shoot the head. The mod makes them take a bit longer at the initial engagement start for them to have the authorization to zero in on your head.

For example a normal scav will have a 55 second delay from its first decision to aggro you before it can opt to target your head willingly.
This does not mean one or two bullets will not fly in your face, because scattering rng…

This also means that if it aggros you and take some time to reposition and take a shoot at you, that delay could already be elapsed and you’re back to normal target choosing.

And one other bad luck moment could happen to you: each time one of your bullets touches a scav it will move its aim from 27 to 36 degrees… Which is enough to make it shoot you straight in the face while it was aiming at your stomach… And its scattering will be affected by its overall damage. The more damage the more scattering, so on a long term it should make them bad shooters, but from time to time it could mean real bad luck.

And make sure those are scavs and not Raiders, because raiders are way more difficult beasts.

0 Likes
Cuputea22

is it compatible with MOAR?

0 Likes

MOAR handles spawning (when, where, how much, with which gear)

BrainTweaks handles bot “capacity” (line of sight, fov, hearing sense, reaction time to sound, body part targetting…)

So yes the two are complementary.

1 Like
Zandy Andy

How does this mod impact the Goons’ behavior? I’ve tried to finetune them myself, but it’s been difficult to do so. I’m fairly certain they can track you through walls and know exactly where you are once they spot you. It’s gotten to the point where I just want them to behave like regular scavs but editing the json files has not been successful.

0 Likes

The Goons have a range of vision (and FOV) which is insane. And in EFT the “vision” is weird. I maintain a mod named Enemy Markers and did some experiments with raycasting (the same way the game does) and you “see” bots in impossible places because one pixel is reachable… So yes they spot you “magically”.

Then add to this their hearing sense and you’re toast. Without SAIN and That’s Lit you can only blunt them…

This mod:

  • reduces the vision range and FOV
  • reduces the target choice at first contact (body parts to choose from)
  • adds a longer time before they can choose any part as a target
  • reduces their hearing (iirc),
  • they have a longer reaction time after hearing a sound
  • reduces their full-auto burst time (how long the finger stays on the trigger) in order to get less bullet in you.
  • Add more time between each single shot (birdeye)
  • Adds a bit of scattering to their bursts (can play against you if they are on your torso and the scattering RNG decides to move 3° up)
  • make them miss some of your grenades
  • make them miss some of your tripwires

That is what I remember doing. But this may not be enough yet. I need some play testing myself and some feedback. So please don’t hesitate to tell my what you think could still change!

2 Likes

So… coming from a very aggressive play style… APEX and TitanFall multiplayer were my hometown for years… Goons with this mod are easy mode.

Birdeye runs around in the open more often… Knight and Big Pipe suppress in shorter bursts and start running sooner to push… which gives you a better chance to hard angle them from any kind of hardened cover (boulder, building, vehicle).

Now… in the open… Shoreline east approach to radio tower … Woods caught out on the road…. you’re dead instantly or 3 limbs blacked and running. They do take a moment more to aim, but you’re getting suppressed with effective direct point fire just the same.

It’s… fair enough… not OP broken instant reload, 2 bullets per shot, head eyes instantly… but it is also still easy to cheese them if you know how.

Great work flir, this mod rocks!

1 Like

Oh and I also play with all bots, yes Scavs too, on 100% spawn chance for IMPOSSIBLE with Acid’s ABPS and APBS mods behind Braintweaks.

0 Likes

Thanks for reply Flir. I’ll continue to playtest it. What I’ve been doing is using dynamic maps and toggling the bosses marker to see what they’re doing. What Plot_Device says is accurate. If they spot you outside, it’s basically over for you. Shoreline and Woods is essentially a death sentence since they can beam you and have no issues finding you. Fighting them on Customs is way more manageable but still dangerous.

2 Likes

Zandy… found a new trick for Goons on the 0.2.8 version (0.2.7 had the same effect), Goons can still throw grenades at you, but they also seem to rush when YOUR grenades land near them… so if you can get an M67 on the way to them, they scatter or hard push you every time… gives you a chance to get sights on while they’re still in animation.

Tested on Woods and Customs… bought me 2 more seconds to rotate each time.

1 Like

Thanks for the comment Plot. That was the exact intention of the mod, blunt some bots a bit to give you some more space to win (a few seconds more at best).

But unfortunately this is not SAIN and I do not add new brain layers to make my own decisions. I only change the ratios from the base game.

I am looking at SAIN source code from time to time but it is quite a beast by itself, some people with way more skills are already working on it and I have a fair bit of things on my plate already :p

1 Like
BurningMaoam

Will this mod work with That´s Lit (if it ever get´s updated to 3.11)?

0 Likes

It should…

1 Like
nozemi

What about compatibility with other brain mods?

0 Likes

Which one in particular ?

In general each server brain mod does the same kind of things. So Choose one for the features you want and keep it.

Or learn what each mod does and pick the right load order to apply each mod.

I already explained in the comment section some interactions with other mods.

0 Likes

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