Yet they're still here in Tarkov... New UNTAR bot types patrol the region.
UNTAR Go Home!
Version 2.1.0 for SPT 4.0.0 out now!
Yet they’re still here in Tarkov…
Initially, I said ABPS was incompatible with UNTAR Go Home! but I must’ve messed something up during my testing because it actually does work.
UNTAR Go Home! adds UNTAR as a proper faction to SPT. Encounter roving patrols of peacekeepers. Their ROE states that they are only to shoot if threatened, so try not to piss them off!
INSTALL INSTRUCTIONS
Download the .7z file. Unzip in your SPT install directory. Play SPT!
UNTAR Go Home! requires BigBrain to run. Waypoint is not required currently but recommended once it’s updated as I add new behaviors that will have patrols and guards be in new places. I also recommend SAIN for enhancing the combat behavior of the UNTAR bots and for configuring their characteristics.
Features
UNTARGH adds completely custom bot types that don’t replace existing bots, each with their own loadouts and roles. They are neutral, giving warnings to anyone who strays too close and only firing when ignored or fired upon.
UNTAR Grunt
The bulk of the UNTAR mission’s combat-ready forces. They’re meant to “keep the peace” and protect civilian members of the mission while they perform their duties. Expect them to be armed with a variety of western weapons while wearing standard UNTAR armor.
UNTAR Squad Lead
An NCO in charge of a squad of UNTAR grunts. They keep the group in check while donning equipment from their origin nation. They have fancier weapons and gear on average.
UNTAR Officer
Officers are in charge of ensuring that the mission’s objectives (extract capable civilians, distribute aid to those stranded, and make a f#$% ton of money) are adhered to and completed. Currently, they’re functionally similar to squad leaders besides the fact they always wear a blue beret, but I do intend on expanding their purpose.
Patrols can spawn across several maps in randomly generated patrols at random times during the raid. Their size and composition varies, with some larger patrols being lead by officers and potentially having multiple squad leaders. As more UNTAR types are added patrols will become more varied.
Maps
Settings related to patrols can be adjusted in the config/main.json server file. This includes adding new maps and zones!
Patrols will pick a random available spawn zone found in the config file and a time in a defined range. Maps can be configured to have multiple patrols rolled (which also means you can encounter multiple patrols in one raid).
Currently, patrols will spawn on:
- Woods, 2 possible patrols at a time, decent spawn chance, small-mid sized
- Customs, 1 possible patrol, good spawn chance, mid-big sized
- Interchange, 2 possible patrols at a time, meh spawn chance, small-mid sized
- Shoreline, 1 possible patrol, decent spawn chance, small-mid sized
The UNTAR mission has setup a number of checkpoints across the region to regulate the movement of people and illegal goods while keeping an eye on what’s going on. These checkpoints spawn at the start of the raid in areas affiliated with UNTAR, typically near or at extracts. You might have to change your exfil route if you were planning on an easy escape! Config settings allow you to add your own checkpoints or edit existing ones.
Getting to level 3 with Peacekeeper will make UNTAR patrols and checkpoints friendly to you. Now those checkpoints won’t botch your exfil! Just try to avoid getting into their personal space, they don’t like that.
- Services with Peacekeeper related to UNTAR that you can activate in raid. Make UNTAR allies, call in a patrol to come “keep your peace,” or waive checkpoint extract fees once you’re trusted enough by Peacekeeper.
- More UNTAR types. Marksmen, medics, and observers. In addition, I’d like to give current roles some more interactions and purpose.
Not specific to this mod, but related things I want to work on that you might like if you enjoy the new UNTAR faction:
- Custom bot/faction API standalone mod to let other devs easily create and customize their own bot types, alongside API stuff for other devs to account for custom bots.
- RUAF faction, with its own functionality and a GRU subfaction to hunt USECs.
- Dialogue mod. I don’t want to spoil too much since I still need to do some prototyping to make sure it’s feasible, but there will be integration with my other mods if it is.

Config
The config folder in the server mod lets you configure things such as patrol spawning and supported maps. Adjust the conditions for different roles to spawn in patrols or add the chance for patrols to spawn on other maps. I’ll add detailed explanations of the config options later but they’re fairly self-explanatory at the moment.
Compatability
UNTARGH has full (I might’ve missed something. If you notice any problems with SAIN or errors do let me know!) compatability with SAIN, with UNTAR bots using SAIN behaviors and having dedicated config options in SAIN’s settings.
UNTARGH has no specific compatability code at the moment with any spawn mods. I still have to do some testing and collaborate with some authors to make sure UNTAR spawning works 100% with spawn mods. If you encounter any issues with spawning while using these sorts of mods I won’t offer support, but I will accept logs so I can work on ironing out compatability.
MOAR
MOAR seems to work with UNTARGH, but there’s no additional compatability. Basically, UNTAR works off my spawn system, everything else works on MOAR’s system.
ABPS
ABPS DOES WORK with UNTAR Go Home! Again, UNTAR patrols use my system and aren’t handled by ABPS but they will spawn while ABPS handles everything else.
UNTARGH is relatively untested with these mods. Questing Bots and Looting Bots don’t conflict at the very least, so you can play with those just fine from what I can tell. I’ll be conducting some testing and patching in necessary compatability fixes. Eventually, I want to include functionality related to Questing Bots in particular but that’s for a later update.
Credits and Thanks
Thanks to GrooveypenguinX and nameless___ for letting me reference yalls code, and specifically Groovey for giving me the run down on what I needed to do to get custom bots working. This mod wouldn’t exist without that starting point.
Thanks to Solarint for making a mod I felt was necessary to have compatability for before publishing this mod. No, seriously, SAIN is amazing and if you don’t already have it installed give it a look.
Thanks DrakiXYZ for BigBrain, absolutely necessary mod for anything bot-related. I’ll be using BigBrains heavily in future versions of this mod (and more coming mods) to implment some custom behaviors. The less I have to touch BSG’s code the better lmao.
Goes without saying that thanks should be given to the SPT team for enabling any of this in the first place. Yall rock!
83.81 KB
800 Downloads
Dependencies:
UNTAR Go Home! 2.1.0 for SPT version 4.0.X
This release includes new checkpoint UNTAR squads that spawn at the start of the raid, completely friendly UNTAR bots when you reach Peacekeeper level 3, and various fixes.
Additions
- Added new checkpoint system and custom behaviors. Certain maps have the chance to spawn UNTAR checkpoint groups that will guard a set location. These groups spawn at the start of the raid and mostly occupy areas near or at extracts affiliated with the UNTAR mission (either by the extract name or with signs that signify UNTAR presence). You can define your own checkpoints in the config file!
- Added connection to Peacekeeper. Having level 3 or 4 Peacekeeper makes UNTAR bots friendly to you, allowing you to get closer without being warned to get away. Perfect for extracting from a spot UNTAR has set up a checkpoint. Do be careful though, getting in their face may still upset them!
- Lots of new names from various UN European member nations.
Fixes
- Fixed crash/error when killed by any UNTAR bots.
- Fixed revenge (and other bot WildSpawnType) properties not loading properly, meaning if you killed a bot instantaneously it would not trigger other UNTAR bots from becoming hostile to you.
76.30 KB
1.6K Downloads
UNTAR Go Home! for SPT version 4.0.0
Only BigBrains required for this version!
This release is primarily for updating everything to SPT 4.0.0, with some loadout additions.
- Added FAL loadouts to grunts and officers.
- Added front sights to HK 416 handguard for cases where a short 416 is generated without an optic.
76.62 KB
1.3K Downloads
Dependencies:
1.0.0 release
Details
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com.untargh.tacticaltoaster
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Latest Version VirusTotal Result
Waypoints is not necessary for 2.0.0. BigBrains is though!
Known issue with 2.0.0 Starting the game for the first time after installing freezes when booting for a good minute or two before continuing. Seems to be related to how the client gets info from the server with SPT 4.0.0 and a change I had to make to the bot settings to get it to work on the server with my custom types. I’ll be looking into a proper fix for this, but for now just let your game load during the freeze and it should continue after a bit. This only happens the first time booting SPT after downloading the mod too.
Some known things:
This is AWESOME! Sweet idea, thank you.
And yeah “friendly” my a** !!
it would be fun to see a more indept untar faction with specific platoons from different countries ussing their unique deployment weapons like the chinise with their qbz rifles or the polish with their wierd ak variant or some wierder stuff like if you added the russian armed forces you could try to use tarkovs 1.0 release assets and add a more indept faction system with them, adding new gears and weapons as the WTT team for your stand alone mod would be amazing and imagine stuff like mg3 and g3 from german peacekeepers or hk416 and g36 even and even famas from french units. You could add armbands with their flags in order to destinguish their faction and even add unique faces to specific untar divisions. Just brainstorming idk.
Hi,TY for the mod!),i have a question,is it possible to make it so that they are always hostile?(in config file)
when loading into match i get the: the given key “followeruntar” was not present in directory
Any chance to keep this 3.11-compatible? :( Since it is LTS :(
:( I’ve said it before and I’ll say it again, we should still be on 3.9.
Why are the UNTAR guys considered bosses? How can they be classified as SCAVs?
Not completely sure if it’s this mod 100%, but getting killed by a UNTAR bot caused errors on the server and I got stuck in a black screen instead of going to main menu. I can post the logs if needed on your github.