
Expand where bots can explore with full map navmesh coverage!
Expand the area that bots can roam using Waypoints!
Installation
1) Open the downloaded zip file in 7-zip
2) Select the folders in the zip file in 7-zip
3) Drag the selected folders from 7-zip into your SPT folder
Demonstration Video (Yes, it’s SAIN, but the same concept applies to all of my mods, I’m not making mod-specific extraction example videos):
Features
- Full map navmesh coverage. Mods can now be created that allow bots to explore more areas of the map than ever before
- Dynamic door blockers. Tired of bots getting stuck on locked doors, or “fake” doors? No more, now they’re all blocked off to bots!
Recommended Mods
Waypoints works great by itself to make bots move a little more freely, but works much better when paired with mods that utilize the expanded nav mesh. Below are some mods that make Waypoints even better!
- BigBrain by Drakia - While this doesn’t interact directly with Waypoints, it does allow mod developers a way to fully take control of the AI in Tarkov. This is a dependency for both SAIN and Looting Bots.
- SAIN by Solarint - Fully custom bot combat AI, utilizing a dynamic cover system which integrates amazingly well with the expanded nav mesh available in Waypionts.
- Looting Bots by Skwizzy - Bots can now wander around and loot dead bodies, containers, and loose loot. This combined with the expanded navmesh in Waypoints allows bots into areas never before accessible, so they can loot the best of loot.
- Questing Bots by DanW - Bot can now do quests! They will be given a quest to do, and go through the actions of that quest as if they were actually a player doing it. Encounter bots in places you never thought you’d see them.
Compatibility
This mod should be compatible with other bot-adjusting mods.
Limitations
I’ve created custom navmeshes for every map, so bots are now capable of getting almost anywhere that a player can walk to. Bots however are not capable of complex actions such as jumping, or crouching, so there are still some areas of maps that bots won’t be able to traverse.
The newest iteration of the navmesh is based around the same settings BSG has used for creating their meshes, but expanded to the full map. This does limit bot navigation in certain areas, but ensures there is less likely to be issues created by trying to force bots into places they can’t actually navigate.
Special Thanks
I want to give special thanks to Solarint for his assistance in making the collection of waypoints provided with the original version of the plugin, as well as being a sounding board for ideas and issues encountered during development. And for his work on SAIN to make Waypoints even better!
Thank you to TINYTEETH for testing the mod before release, and making sure I didn’t destroy the world by accident! And for all the feedback on the custom nav meshes so I could make sure they were ready for release.
Thanks to Skwizzy for making Looting Bots, which makes great use of the custom nav meshes, and has resulted in many jump scares due to bots being nowhere near where bots generally wander.
Thanks to DanW for making Questing Bots, the added behaviour for bots due to that mod are amazing, and you will almost always encounter bots while running around doing your quests.
A huge shoutout to the SPT Discord’s #mods-development channel as well, for their help in testing out the mod during development, and generally being an amazing resource for getting this mod developed.
If you enjoy my work, you can feed my caffeine addiction
NOTE: Any requests for assistance MUST be accompanied by the “BepInEx/LogOutput.log” file. Any support request without this file provided will be met with a request for this file, then ignored. Log content can be uploaded to: https://pastebin.com/
88.4K Downloads
This version will only work with SPT 3.11.x
- Re-add patch necessary for Questing Bots
Note: All maps except Customs are currently their existing 3.10 custom navmesh, as I don’t believe other maps have changed enough to warrant the time investment of re-creating all of their meshes
70.6K Downloads
This version will only work with SPT 3.11.x
Update for SPT 3.11
- Includes a new navmesh for Customs expansion
- Disable FindPath patch for now as it may not be necessary
Note: All other maps are currently using their existing 3.10 custom navmesh, as I don’t believe other maps have changed enough to warrant the time investment of re-creating all of their meshes
77.5K Downloads
This version will only work with SPT 3.10.x
- Add custom meshes for all maps
- Tweak existing custom meshes
Turns out BSG’s meshes skip locked doors, which is problematic for other mods that depend on bots being able to walk through locked doors
32.6K Downloads
This version will only work with SPT 3.10.x
- Fix issue with Shoreline navmesh
47.5K Downloads
This version will only work with SPT 3.10.x
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Update for SPT 3.10.0
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Reduced to only 4 navmeshes, as BSG has mostly full map navmesh for maps now. Included meshes:
- Interchange
- Lighthouse
- Shoreline
- Woods
67.2K Downloads
This version will only work with SPT 3.9.x
- Tweaks to the Lighthouse navmesh to better allow bots to navigate to and from lighthouse island
Details
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GUID
Not Available
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License
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Source Code
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Latest Version VirusTotal Result
https://www.virustotal.com/gui/file/9369d2f01dbf38978fb49cb2c2e02dea94b842371557ae8bb3d37281863907b3
ot sure if its this mod or Moar but the scav AI dont see mto have access to the old gas station in customs.
ive had around 1 pmc AI go to that area but the scav AI ive never seen there.
I wil lgo and ask and find out what my issue is with the other mod creators too, tryign to complete a task but its impossible due to the scavs not spawning or travelling to that area
Hi, I just installed the mod and was wondering if its fine that it doesn’t show up in the active server mods section on the launcher? Not sure how to check if its properly installed on my end.
Could this mod potentially cause issues with bots teleporting? Any insight helps. Thanks!
After installing the newest version I’m now getting debug displays on my hud showing all the details of all the bots on the map, including their location. I’ve got the beta for questing bots installed if that might be related to this.
Sup, there are some issues navigation on lighthouse for pmc spawned on rocks near water plant:
1. one spawned near cabins (green circle) is never moving anywhere, just standing still all the time
2. one spawned further north near small lake always try to run into rock to be teleported back all the time (red arrow direction)
PMC spawned on the sniper rock opposite to lighthouse road can’t go down, they stuck and being teleported back every time they try to reach cliff corner
Using FIKA + headless + ABPS + looting bots, though, as I understand it does nothing with navmesh
Hello, I do not understand well in version 1.7.1 you detail “It is necessary to re-add the patch for mission bots”. But what patch is it? where is this patch needed?
In the version I’m using 1.7.0 this patch is not used? I don’t have it, so this mod doesn’t work?
Thanks
Does this new patch mean QB soon omg
Just as question - Woods does have some new areals (Bunker for example). Would this affect the waypoint mesh?
I am having some interesting issues. it is running and working, but in SPT when I host a game for me and my friends, I get colored balls/bubbles and pillars of color all over the map. how do i fix this? They dont have the same issue. I am not hosting the server but can get files if desired, I am not sure what/how to get the files you might want though. Any Suggestions?
My bots just spawn, stay in place, and don’t react to anything.
Maybe the first wave works, but every one afterward is just catatonic.
I uninstall this and things go back to normal.
Anyone know what’s up with this?