<?xml version="1.0" encoding="UTF-8"?><rss version="2.0" xmlns:atom="http://www.w3.org/2005/Atom" xmlns:dc="http://purl.org/dc/elements/1.1/"><channel><title>The Forge - SPT Mods</title><link>https://forge.sp-tarkov.com/mods</link><atom:link href="https://forge.sp-tarkov.com/mods/rss?category=bots&amp;featured=include&amp;versions=4.0.6%2C4.0.5%2C4.0.4%2C4.0.3%2C4.0.2%2C4.0.1%2C4.0.0" rel="self" type="application/rss+xml"/><description>Latest SPT mods on the Forge - in category: bots, for SPT versions: 4.0.6, 4.0.5, 4.0.4, 4.0.3, 4.0.2, 4.0.1, 4.0.0</description><language>en-US</language><lastBuildDate>Sat, 04 Apr 2026 05:58:45 +0000</lastBuildDate><item><title>Disable Headshot Protect</title><link>https://forge.sp-tarkov.com/mod/2568/disable-headshot-protect</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2568/disable-headshot-protect</guid><description><![CDATA[<p>This client modification reverts BSG’s decision to allow certain bots on certain ranges to essentially not shoot you in the head by simply ignoring the damage received on your player, all of the times you saw blood splatters and took no damage is likely due to this.</p>
<p><strong>Not compatible with SAIN, as I have already added this fix to SAIN in 4.4.0</strong></p>
<h1>Installation:</h1>
<p><img src="https://i.imgur.com/afNPjAw.gif" alt="" /></p>
<p>Thanks to Ozen for finding this when I complained about it in the SAIN thread! Without him this fix would not have been possible</p>
]]></description><category>Bots</category><dc:creator>ArchangelWTF</dc:creator><pubDate>Fri, 30 Jan 2026 01:48:47 +0000</pubDate><dc:date>2026-01-30T02:04:05+00:00</dc:date><dc:identifier>v1.0.0</dc:identifier></item><item><title>Armbands For All</title><link>https://forge.sp-tarkov.com/mod/2519/armbands-for-all</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2519/armbands-for-all</guid><description><![CDATA[<p>Mod Features</p>
<ul>
<li>Allows all bots to have an armband slot</li>
</ul>
<p>This mod does not change the behaviour of the slot, nor any armbands. Nor does it actually ADD any armbands to bots.</p>
<hr />
<p>If you actually want bots to have armbands, might I suggest using <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/1594/apbs-acids-progressive-bot-system" rel="noreferrer noopener">APBS</a>.</p>
<p>By default, it can put armbands on scavs, rogues, raiders, and boss guards.</p>
<hr />
<div class="tabset"><div id="tabset-5-panel-1" class="tab-panel"><div class="tab-title">INSTALLATION</div>
<div class="tab-content"><ol>
<li>Download Armbands for All</li>
<li>Open the downloaded zip file in 7-zip</li>
<li>Select the BepInEx folders in the zip file in 7-zip</li>
<li>Drag the BepInEx folders from 7-zip into your SPT folder</li>
</ol>
<p>Demonstration Video (yoink):</p>
<p><img src="https://i.imgur.com/mZ1aLrW.gif" alt="mZ1aLrW.gif" /></p></div></div>
<div id="tabset-5-panel-2" class="tab-panel"><div class="tab-title">UNINSTALLATION</div>
<div class="tab-content"><ol>
<li>Delete <code>/ROOTSPT/Bepinex/plugins/acidphantasm-armbandsforall</code></li>
<li>Done</li>
</ol></div></div></div>
<p>If you enjoy my work - you can <a target="_blank" class="external-link" href="https://ko-fi.com/acidphantasm" rel="noreferrer noopener">buy me a coffee</a>~</p>
]]></description><category>Bots</category><dc:creator>acidphantasm</dc:creator><pubDate>Mon, 29 Dec 2025 06:32:50 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/nih4uFx9Wv9RldbmsCiFiGEUYq9aRR1CjdY3rWan.png" type="image/png" length="0"/><dc:date>2025-12-29T07:23:01+00:00</dc:date><dc:identifier>v1.0.1</dc:identifier></item><item><title>WTT - Black Division [REDACTED] Home</title><link>https://forge.sp-tarkov.com/mod/2511/wtt-black-division-redacted-home</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2511/wtt-black-division-redacted-home</guid><description><![CDATA[<p><img src="https://i.ibb.co/1trbHJzh/wttbd-full.png" alt="Black Division" /></p>
<p>Black Division [REDACTED] Home adds Black Division as a proper faction. They are an elite and secretive PMC currently under the employment of TerraGroup, presumably cleaning up any loose ends the company left in Tarkov. It’s best not to dig too deep into TG’s secrets, or else you might end up becoming a target.</p>
<h2>INSTALL INSTRUCTIONS</h2>
<p><a target="_blank" class="external-link" href="https://i.imgur.com/3N6gTe2.gif" rel="noreferrer noopener"><img src="https://i.imgur.com/3N6gTe2.gif" alt="vKRw58b.gif" /></a></p>
<p>This mod requires BigBrain, MoreBotsAPI, WTT Content Backport and WTTCommonLib to run. Waypoint is not required currently but recommended. I also recommend SAIN for enhancing the combat behavior of the Black Division bots and for configuring their characteristics.</p>
<h2>Note on uninstalling when using SAIN</h2>
<p>Seems I found what causes a non-aggression bug, at least with SAIN and my bot mods. If you uninstall a custom bot mod that uses MoreBotsAPI then SAIN will keep references to the now-removed bots in its Default Bot Config Values folder, causing client errors that prevent SAIN from loading properly for bots and disabling their combat behaviors. Deleting the files in this folder and letting SAIN reset them fixes the problem.</p>
<h2>Features</h2>
<div class="tabset"><div id="tabset-8-panel-1" class="tab-panel"><div class="tab-title">Shhhh…</div>
<div class="tab-content"><p>That’s for you to find out.</p></div></div></div>
<h2>Config</h2>
<p>For the initial release of this mod there is no config file. Eventually I’ll add one, but I don’t want to spoil what’s in store just yet.</p>
<h2>Compatability</h2>
<div class="tabset"><div id="tabset-7-panel-1" class="tab-panel"><div class="tab-title">SAIN</div>
<div class="tab-content"><p>These bots function with SAIN and through the MoreBotsAPI there is support for customizing the bots characteristics like you would other bot types.</p></div></div>
<div id="tabset-7-panel-2" class="tab-panel"><div class="tab-title">Spawn Mods</div>
<div class="tab-content"><p>Should work with most spawn mods as long as they don’t override boss spawns that aren’t vanilla. My previous UNTAR mod was tested with ABPS and MOAR and it worked with those. I haven’t tested with any of the new 4.0.0 spawn mods so let me know if there are incompatabilities I might be able to address.</p>
<p>Also, if you disable bosses in any way these bots won’t spawn. They use the vanilla boss spawn system.</p></div></div>
<div id="tabset-7-panel-3" class="tab-panel"><div class="tab-title">Armory</div>
<div class="tab-content"><p>If WTT Armory is installed, the BD bots will use some of the weapons and attachments from the mod. As more updates come additional loadout options, both vanilla and incorporating Armory, will be implemented.</p></div></div></div>
<h1>Credits and Thanks</h1>
<div class="tabset"><div id="tabset-6-panel-1" class="tab-panel"><div class="tab-title">Credits</div>
<div class="tab-content"><p>Thanks to the WTT team for <del>abducting</del> having me on the team! I’m excited to be able to contribute to the project. They all worked incredibly hard to backport the 1.0 content for Christmas so be sure to thank them.</p></div></div>
<div id="tabset-6-panel-2" class="tab-panel"><div class="tab-title">What is WTT?</div>
<div class="tab-content"><p><strong>What is Welcome To Tarkov?</strong></p>
<p>Welcome To Tarkov (WTT) is a mod for SPT AKI that has been in development for over a year. What started as a small passion project has grown in size to incorporate 15+ core members as well as contributions from other well-known mod authors and friends of WTT alike.</p>
<p><strong>How does Welcome To Tarkov change the game?</strong></p>
<p>As a mod, WTT overhauls SPT AKI, touching on almost every vanilla game system, as well as adding completely new systems to the game and its core mechanics. Inspired by open-world hardcore survival projects like STALKER: Anomaly and STALKER: GAMMA, WTT takes SPT’s artificial multiplayer MMO difficulty adders and replaces them with a challenging world economy, loot scarcity rebalancing, a lore friendly quest overhaul, and a map-traveling system built from rewritten portions of the Traveler mod allowing seamless travel between maps. Aside from its changes to the game’s core properties, WTT also adds to the world’s variety of traders, NPC’s, characters, items, and quests:</p>
<ul>
<li>Over 1,000 custom bundles adding new weapons, attachments, wearables, containers, food, medical, and barter items.</li>
<li>New bosses with their own custom gear that will be properly incorporated into WTT’s quest lines.</li>
<li>New, meaningful traders with their own lore-friendly quests and narrative elements to help the player progress through the story-line of WTT.</li>
<li>New playable characters and outfits that will add to the player’s customization abilities.</li>
<li>New quest types incorporating brand new map extraction points, putting the player’s knowledge and familiarization of SPT’s maps to the test.
Welcome To Tarkov stands as one of the largest mods created for SPT AKI thus far.</li>
</ul>
<p><strong>When does Welcome To Tarkov release?</strong></p>
<p>Thursday.</p>
<p><strong>Which Thursday?</strong></p>
<p>TBD</p>
<p><strong>Want to follow our progress?</strong></p>
<p>You can follow the project through it’s development in our discord here:</p>
<p><a target="_blank" class="external-link" href="https://discord.gg/WelcomeToTarkov" rel="noreferrer noopener">https://discord.gg/WelcomeToTarkov</a></p></div></div></div>
<h2>Support Me!</h2>
<p>Buy me a Java Monster so I can fix my broken releases faster after I get back home from work. Or don’t, I’ll still do it for free. <a target="_blank" class="external-link" href="https://ko-fi.com/tacticaltoaster" rel="noreferrer noopener">https://ko-fi.com/tacticaltoaster</a></p>
]]></description><category>Bots</category><dc:creator>TacticalToaster</dc:creator><pubDate>Wed, 24 Dec 2025 05:41:17 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/ZFIiCkmETKFUGGbnyR522ogkJMyEpZdJylpwllq2.png" type="image/png" length="0"/><dc:date>2025-12-29T04:18:46+00:00</dc:date><dc:identifier>v1.0.1</dc:identifier></item><item><title>RUAF Come Home!</title><link>https://forge.sp-tarkov.com/mod/2427/ruaf-come-home</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2427/ruaf-come-home</guid><description><![CDATA[<h2>Fika has been tested and is supported by both this and UNTAR Go Home, my other faction mod. Make sure this and all dependencies are correctly installed on the host, connecting players, and headless if you use that. Also make sure WTT Common Lib is updated to the latest version that supports Fika. When you do all that, things should work properly!</h2>
<p>RUAF Come Home! adds RUAF as a proper faction to SPT. Encounter patrolling squads of soldiers. They have orders to shoot USEC on sight, so be careful! If you’re a BEAR, they’ll show you more tolerance, but keep your distance.</p>
<h2>INSTALL INSTRUCTIONS</h2>
<p>Download the .7z file. Unzip in your SPT install directory. Play SPT!</p>
<h3>Note for Fika</h3>
<p>The client-side portion of this mod and its dependencies are required on all connecting clients, the host, and headless if you are using that. Make sure everyone has the plugin and patcher correctly installed before using on Fika.</p>
<p>RUAF Come Home! requires BigBrain, MoreBotsAPI, and WTTCommonLib to run. Waypoint is not required currently but recommended. I also recommend SAIN for enhancing the combat behavior of the RUAF bots and for configuring their characteristics. There is also support for Couturier, using some clothes from that mod!</p>
<h3>Note on uninstalling when using SAIN</h3>
<p>Seems I found what causes a non-aggression bug, at least with SAIN and my bot mods. If you uninstall a custom bot mod that uses MoreBotsAPI then SAIN will keep references to the now-removed bots in its Default Bot Config Values folder, causing client errors that prevent SAIN from loading properly for bots and disabling their combat behaviors. Deleting the files in this folder and letting SAIN reset them fixes the problem.</p>
<h2>Features</h2>
<div class="tabset"><div id="tabset-10-panel-1" class="tab-panel"><div class="tab-title">New Bot Types</div>
<div class="tab-content"><p>RUAF Come Home adds completely custom bot types that <strong>don’t replace existing bots</strong>, each with their own loadouts and roles. They are neutral to BEAR, giving warnings to anyone who strays too close and only firing when ignored or fired upon. Meanwhile, if you’re USEC, expect to be fired upon. They don’t take kindly to tourists. Also scavs, they hate scavs.</p>
<h4>RUAF Rifleman</h4>
<p>Your typical rifleman, equipped with an AK-74M. They make up the bulk of RUAF units.</p>
<h4>RUAF Senior Rifleman</h4>
<p>An NCO or Junior NCO in charge of a squad of RUAF soldiers. They’re equipped with the most recent equipment being fielded by RGF, using AK-12s, modernized kits for the AK-74M, and UBGLs.</p>
<h4>RUAF Autorifleman</h4>
<p>Soldier equipped with an RPK-16 to give mobile fire support. Capable of laying down suppressive fire so the rest of the unit can move. Uses 45-round RPK mags and 95-round drum mags.</p>
<h4>RUAF Machinegunner</h4>
<p>The autorifleman’s bigger brother, packing a PKM or PKP. Be very careful when you take on a RUAF squad that has one of these, or you’ll be swiss cheese.</p>
<h4>RUAF Marksman</h4>
<p>Capable of suppressing and eliminating threats to the RUAF squad before they become a problem. They’re equipped with the SVD-S with scopes, making them a priority target if you want to be able to flee without getting shot in the back.</p></div></div>
<div id="tabset-10-panel-2" class="tab-panel"><div class="tab-title">RUAF Patrols</div>
<div class="tab-content"><p>Patrols can spawn across several maps in randomly generated patrols at random times during the raid. Their size and composition varies, with a specialized role mixed in with every few rifleman, and always lead by a senior rifleman who can use UBGLs.</p>
<h4>Maps</h4>
<p>Settings related to patrols can be adjusted in the <code>config/main.json</code> 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).</p></div></div>
<div id="tabset-10-panel-3" class="tab-panel"><div class="tab-title">RUAF Checkpoints</div>
<div class="tab-content"><p>These checkpoints spawn at the start of the raid in areas affiliated with RUAF, 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.</p></div></div>
<div id="tabset-10-panel-4" class="tab-panel"><div class="tab-title">Planned features</div>
<div class="tab-content"><ul>
<li>Quests from multiple traders and services through Prapor. Quests will change RUAF aggression and hostility with both the player and other factions (vanilla and my mods).</li>
<li>GRU Spetznaz squads that hunt down USECs and other factions, depending on what questlines you complete.</li>
<li>
<div class="youtube-lite" data-video-id="sl6N5YkHk2A" data-embed-url="https://www.youtube-nocookie.com/embed/sl6N5YkHk2A?autoplay=1"><img src="https://i.ytimg.com/vi/sl6N5YkHk2A/hqdefault.jpg" alt="YouTube video thumbnail" /></div>
</li>
</ul>
<p>Not specific to this mod, but related things I want to work on that you might like if you enjoy my faction mods:</p>
<ul>
<li>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.</li>
</ul></div></div></div>
<h2>Config</h2>
<p>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.</p>
<h2>Compatability</h2>
<div class="tabset"><div id="tabset-9-panel-1" class="tab-panel"><div class="tab-title">SAIN</div>
<div class="tab-content"><p>These bots function with SAIN and through the MoreBotsAPI there is support for customizing the bots characteristics like you would other bot types.</p></div></div>
<div id="tabset-9-panel-2" class="tab-panel"><div class="tab-title">Spawn Mods</div>
<div class="tab-content"><p>Should work with most spawn mods as long as they don’t override boss spawns that aren’t vanilla. My previous UNTAR mod was tested with ABPS and MOAR and it worked with those. I haven’t tested with any of the new 4.0.0 spawn mods so let me know if there are incompatabilities I might be able to address.</p>
<p>Also, if you disable bosses in any way these bots won’t spawn. They use the vanilla boss spawn system.</p></div></div></div>
<h1>Credits and Thanks</h1>
<p>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.</p>
<p>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.</p>
<p>Thanks DrakiXYZ for BigBrain, absolutely necessary mod for anything bot-related. The less I have to touch BSG’s code the better lmao.</p>
<p>Goes without saying that thanks should be given to the SPT team for enabling any of this in the first place. Yall rock!</p>
<h2>Support Me!</h2>
<p>Buy me a Java Monster so I can fix my broken releases faster after I get back home from work. Or don’t, I’ll still do it for free. <a target="_blank" class="external-link" href="https://ko-fi.com/tacticaltoaster" rel="noreferrer noopener">https://ko-fi.com/tacticaltoaster</a></p>
]]></description><category>Bots</category><dc:creator>TacticalToaster</dc:creator><pubDate>Thu, 06 Nov 2025 06:46:28 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/vifowGCRSKh1792c40DqCcJsqAbyhrwSJFlLAaLU.png" type="image/png" length="0"/><dc:date>2025-11-07T00:53:14+00:00</dc:date><dc:identifier>v1.0.1</dc:identifier></item><item><title>MoreBotsAPI</title><link>https://forge.sp-tarkov.com/mod/2426/morebotsapi</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2426/morebotsapi</guid><description><![CDATA[<h1>MoreBotsAPI for SPT 4.0.X</h1>
<p>A client and server API that makes making custom bots a little less infuriating. Create a prepatch and server mod that implements this API and you’ll have the basis for introducing new bosses, factions, and any other custom bot you can think of (maybe, this is still Tarkov).</p>
<h2>Fika compatible confirmed for version 1.1.0. Make sure you install properly on all clients, the host, and headless with the latest dependencies for any mod that implements this API.</h2>
<h2>DISCLAIMER</h2>
<p>This repo uses the CC BY-NC-SA 4.0 License. To implement this API in your own mod, please contact me first for permission. This API does a lot and has the potential to break other mods and people’s games when used incorrectly. In addition, overriding another mod’s WildSpawnType enum values or vanilla values will cause MANY problems and create a headache for everyone involved, trying to find out what exactly is going wrong for users. In addition, this will make it easier for me to track what WildSpawnType enums are being used so there’s no future conflicts.
</p>
<h2>Features</h2>
<ol>
<li>Adds to WildSpawnType enum on client</li>
<li>Server properly sends custom bot data to client</li>
<li>Defining custom bot data in a simple format with JSONs on the server</li>
<li>Defining client-specific data in a client prepatcher</li>
<li>SAIN compatability with a little setup
</li>
</ol>
<h2>What’s not included</h2>
<ol>
<li>Locales, reference SPT server mod examples for that</li>
<li>Spawning of custom bots, either implement that using the boss spawn system (UNTAR Go Home uses this method) or create your own system</li>
<li>Custom behaviors, use BigBrain if you intend on creating completely custom behavior not already found in base EFT bots.
</li>
</ol>
<h2>Installation</h2>
<ol>
<li>Download a release version from GitHub or SPT Forge.</li>
<li>Open the .7z file using 7-Zip</li>
<li>Drag the SPT and BepInEx folders into your main SPT directory, those folders alongside EscapeFromTarkov.exe should already exist.</li>
</ol>
<h2>Note on uninstalling when using SAIN</h2>
<p>Seems I found what causes a non-aggression bug, at least with SAIN and my bot mods. If you uninstall a custom bot mod that uses MoreBotsAPI then SAIN will keep references to the now-removed bots in its Default Bot Config Values folder, causing client errors that prevent SAIN from loading properly for bots and disabling their combat behaviors. Deleting the files in this folder and letting SAIN reset them fixes the problem.</p>
<h2>Support Me</h2>
<p>Buy me a Java Monster so when I get back from work I can fix my broken releases at lightning speed. Don’t have to though, I’ll do it for free anyways!
<a target="_blank" class="external-link" href="https://ko-fi.com/tacticaltoaster" rel="noreferrer noopener">https://ko-fi.com/tacticaltoaster</a></p>
]]></description><category>Bots</category><dc:creator>TacticalToaster</dc:creator><pubDate>Thu, 06 Nov 2025 06:36:01 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/6Wb2mnMw9FZ5UICdern1nYkwGy7oyIWTtAouIN97.png" type="image/png" length="0"/><dc:date>2025-11-13T03:57:24+00:00</dc:date><dc:identifier>v1.1.0</dc:identifier></item><item><title>Pulse</title><link>https://forge.sp-tarkov.com/mod/2424/pulse</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2424/pulse</guid><description><![CDATA[<p>Pulse is a simple bot wave generator for SPT that lets you customize bot spawning behavior through an easy-to-edit
config file.</p>
<p>Features</p>
<ul>
<li>Adjust PMC and Scav group sizes</li>
<li>Scale bot populations with min/max multipliers</li>
<li>Control assault wave counts</li>
<li>Set PMC difficulty levels</li>
<li>Debug logging option</li>
</ul>
<p>Configuration</p>
<p>Edit config/config.json to adjust settings:</p>
<ul>
<li>MaxPmcGroupSize: PMCs per group (default: 3)</li>
<li>MaxScavGroupSize: Scavs per group (default: 3)</li>
<li>BotCountMultiplierMin/Max: Bot population scaling (default: 1.5 - 2.0)</li>
<li>AssaultWaveCount: Number of assault waves (default: 3)</li>
<li>PmcBotDifficulty: Choose easy, normal, hard, or impossible (default: normal)</li>
<li>Debug: Enable debug logging (default: false)</li>
<li>BossSpawnChancePercent: Spawning percent chance of bosses in raid</li>
<li>GlobalBotLimit: Overrides the multiplier value. set to 0 to disable</li>
</ul>
<p>About</p>
<p>Pulse is a customized fork of <a target="_blank" class="external-link" href="https://github.com/barlog-m/spt-unda" rel="noreferrer noopener">https://github.com/barlog-m/spt-unda</a> by Barlog_M, modified for personal preferences  and made available for others who might want similar customization options.
<em>DISCLAIMER</em> I did get permission to post as a separate mod from Barlog_M</p>
]]></description><category>Bots</category><dc:creator>lumurkfox</dc:creator><pubDate>Wed, 05 Nov 2025 19:52:32 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/EtBjZ1KciMew0dGUjAh3HGqqaBdj77Yf7e4udvuo.png" type="image/png" length="0"/><dc:date>2025-12-09T16:19:37+00:00</dc:date><dc:identifier>v1.0.3</dc:identifier></item><item><title>FikaDynamicAI</title><link>https://forge.sp-tarkov.com/mod/2393/fikadynamicai</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2393/fikadynamicai</guid><description><![CDATA[<h1>This mod requires Fika and will <em>not</em> work without it</h1>
<p>Adds back the superior DynamicAI from the Fika plugin that was removed with 4.0, enabling you to get even greater performance while hosting. AI that are further away than the set range will be disabled, increasing performance.</p>
<p>Only the raid host needs the mod, and it’s completely useless as a client.</p>
<p>You can support me on Ko-Fi</p>
<p><a target="_blank" class="external-link" href="https://ko-fi.com/lacyway" rel="noreferrer noopener">Click</a></p>
]]></description><category>Bots</category><dc:creator>Lacyway</dc:creator><pubDate>Wed, 22 Oct 2025 14:51:13 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/FWS14H0moiGexlvGcd5wUx73tdKkk87QBMBahxOV.png" type="image/png" length="0"/><dc:date>2026-01-13T14:55:30+00:00</dc:date><dc:identifier>v1.0.1</dc:identifier></item><item><title>Fair Bot Health</title><link>https://forge.sp-tarkov.com/mod/2391/fair-bot-health</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2391/fair-bot-health</guid><description><![CDATA[<p>Bosses, raiders, etc. have way too much health.
This mod sets the health values of all bots that have higher HP than the player to the player’s values (including an optional multiplier).</p>
]]></description><category>Bots</category><dc:creator>waldfee</dc:creator><pubDate>Tue, 21 Oct 2025 16:16:33 +0000</pubDate><dc:date>2025-10-23T15:29:41+00:00</dc:date><dc:identifier>v1.0.2</dc:identifier></item><item><title>SameSideIsFriendly</title><link>https://forge.sp-tarkov.com/mod/2348/samesideisfriendly</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2348/samesideisfriendly</guid><description><![CDATA[<p>This mod makes it so that bots on the same faction as you (BEAR, USEC, or SCAV, depending on what you’re playing) will be friendly to you until you kill one of them, at which point they will be hostile like normal for the rest of the raid. If you kill a teammate, some simple text appears for a few seconds to let you know about your mistake.</p>
<p>“Hey, isn’t this just friendlyPMC but way simpler?” Yes. Yes it is.
Story time:
Long ago, back before streets was even in the game, there existed a humble mod: friendlyPMC. This mod made it so that any bot that was the same faction as you would be friendly to you, not shooting you unless you shot them first.</p>
<p>Once just a server value change, friendlyPMC has now grown to be an insanely good mod: Bringing AI into raid with you, making new friends in raid, working with the Goons?!? I’ve been amazed at what <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/user/20755/pitalex" rel="noreferrer noopener">https://forge.sp-tarkov.com/user/20755/pitalex</a> has accomplished, and am extremely happy for him.</p>
<p>I also miss the simplicity of the original friendlyPMC. I, personally, grew very attached to it, when all it did was make it possible to run into friendly ai on the battlefield. It’d almost be like a subobjective; locate a group of ai teammates in a firefight and assist them, or even better, get lucky enough to have the Avengers roll up while you’re pinned down and come save you. That alone was exactly what I wanted.</p>
<p>So, I asked pitAlex if I had his permission to make this mod. He said I could, so I did. Thanks, pitAlex.</p>
]]></description><category>Bots</category><dc:creator>LightoftheWorld</dc:creator><pubDate>Fri, 10 Oct 2025 08:19:40 +0000</pubDate><dc:date>2025-11-10T09:05:22+00:00</dc:date><dc:identifier>v2.0.0</dc:identifier></item><item><title>UNTAR Go Home!</title><link>https://forge.sp-tarkov.com/mod/2342/untar-go-home</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2342/untar-go-home</guid><description><![CDATA[<h1>UNTAR Go Home!</h1>
<h2>Version 3.0.1 for SPT 4.0.3 out now!</h2>
<h2>Fully uninstall the old version of this mod by deleting the mod’s folders/files before updating this mod.</h2>
<h2>Fika has been tested and is supported by both this and RUAF Come Home, my other faction mod. Make sure this and all dependencies are correctly installed on the host, connecting players, and headless if you use that. Also make sure WTT Common Lib is updated to the latest version that supports Fika. When you do all that, things should work properly!</h2>
<p>Yet they’re still here in Tarkov…</p>
<p>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!</p>
<h3>INSTALL INSTRUCTIONS</h3>
<p>Download the .7z file.
Unzip in your SPT install directory.
Play SPT!</p>
<h4>Note for Fika</h4>
<p>The client-side portion of this mod and its dependencies are required on all connecting clients, the host, and headless if you are using that. Make sure everyone has the plugin and patcher correctly installed before using on Fika.</p>
<p>UNTAR Go Home! requires <a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/902/bigbrain" rel="noreferrer noopener">BigBrain</a>, MoreBotsAPI, and WTT Common Lib to run.
<a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/827/waypoints-expanded-navmesh" rel="noreferrer noopener">Waypoint</a> is not required but recommended.
I also recommend SAIN for enhancing the combat behavior of the UNTAR bots and for configuring their characteristics.
There’s now support for Couturier if you have that mod installed, adding new clothes (and later gear) to UNTAR bots!</p>
<h3>Note on uninstalling when using SAIN</h3>
<p>Seems I found what causes a non-aggression bug, at least with SAIN and my bot mods. If you uninstall a custom bot mod that uses MoreBotsAPI then SAIN will keep references to the now-removed bots in its Default Bot Config Values folder, causing client errors that prevent SAIN from loading properly for bots and disabling their combat behaviors. Deleting the files in this folder and letting SAIN reset them fixes the problem.</p>
<h2>Features</h2>
<div class="tabset"><div id="tabset-12-panel-1" class="tab-panel"><div class="tab-title">New Bot Types</div>
<div class="tab-content"><p>UNTARGH adds completely custom bot types that <strong>don’t replace existing bots</strong>, 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.</p>
<h4>UNTAR Grunt</h4>
<p>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.</p>
<h4>UNTAR Squad Lead</h4>
<p>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.</p>
<h4>UNTAR Officer</h4>
<p>Officers are in charge of ensuring that the mission’s objectives (extract capable civilians, distribute aid to those stranded, and <del>make a f#$% ton of money</del>) 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.</p></div></div>
<div id="tabset-12-panel-2" class="tab-panel"><div class="tab-title">UNTAR Patrols</div>
<div class="tab-content"><p>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.</p>
<h4>Maps</h4>
<p>Settings related to patrols can be adjusted in the <code>config/main.json</code> 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).</p>
<p>Currently, patrols will spawn on:</p>
<ul>
<li>Woods, 2 possible patrols at a time, decent spawn chance, small-mid sized</li>
<li>Customs, 1 possible patrol, good spawn chance, mid-big sized</li>
<li>Interchange, 2 possible patrols at a time, meh spawn chance, small-mid sized</li>
<li>Shoreline, 1 possible patrol, decent spawn chance, small-mid sized</li>
<li>Streets, 1 possible patrol, decent spawn chance, mid-big sized.</li>
</ul></div></div>
<div id="tabset-12-panel-3" class="tab-panel"><div class="tab-title">UNTAR Checkpoints</div>
<div class="tab-content"><p>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.</p></div></div>
<div id="tabset-12-panel-4" class="tab-panel"><div class="tab-title">Peacekeeper Integration</div>
<div class="tab-content"><p>Currently broken. Will be reintegrating through the server part of the mod instead. This will also make it tie directly into the quests that will be coming, with some more fun stuff than just becoming allies to UNTAR bots.</p></div></div>
<div id="tabset-12-panel-5" class="tab-panel"><div class="tab-title">Planned features</div>
<div class="tab-content"><ul>
<li>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.</li>
<li>More UNTAR types. Marksmen, medics, and observers. In addition, I’d like to give current roles some more interactions and purpose.</li>
</ul>
<p>Not specific to this mod, but related things I want to work on that you might like if you enjoy the new UNTAR faction:</p>
<ul>
<li>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.</li>
</ul></div></div>
<div id="tabset-12-panel-6" class="tab-panel"><div class="tab-title">Images</div>
<div class="tab-content"><p><img src="https://i.ibb.co/xthLGhW3/Escape-From-Tarkov-10-7-2025-6-19-07-PM.png" alt="Example of a patrol" /></p></div></div></div>
<h2>Config</h2>
<p>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.</p>
<h2>Compatability</h2>
<div class="tabset"><div id="tabset-11-panel-1" class="tab-panel"><div class="tab-title">SAIN</div>
<div class="tab-content"><p>UNTARGH has <em>full</em> (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.</p></div></div>
<div id="tabset-11-panel-2" class="tab-panel"><div class="tab-title">Spawn Mods</div>
<div class="tab-content"><p>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.</p>
<h4>MOAR</h4>
<p>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.</p>
<h4>ABPS</h4>
<p>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.</p></div></div>
<div id="tabset-11-panel-3" class="tab-panel"><div class="tab-title">Other Bot Behavior Mods (Questing, Looti</div>
<div class="tab-content"><p>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.</p></div></div></div>
<h1>Credits and Thanks</h1>
<p>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.</p>
<p>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.</p>
<p>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.</p>
<p>Goes without saying that thanks should be given to the SPT team for enabling any of this in the first place. Yall rock!</p>
<h1>Support Me</h1>
<p>Buy me a Java Monster so when I get back from work I can fix my broken releases at lightning speed. Don’t have to though, I’ll do it for free anyways! <a target="_blank" class="external-link" href="https://ko-fi.com/tacticaltoaster" rel="noreferrer noopener">https://ko-fi.com/tacticaltoaster</a></p>
]]></description><category>Bots</category><dc:creator>TacticalToaster</dc:creator><pubDate>Wed, 08 Oct 2025 01:59:38 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/VNaKN1GqxSIjIbbS8an0ESaicQV3wCU9pQgO3uIu.png" type="image/png" length="0"/><dc:date>2025-11-07T00:59:34+00:00</dc:date><dc:identifier>v3.0.1</dc:identifier></item><item><title>ABPS - Acid's Bot Placement System</title><link>https://forge.sp-tarkov.com/mod/2097/abps-acids-bot-placement-system</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/2097/abps-acids-bot-placement-system</guid><description><![CDATA[<p>Please review the configuration app, as the default configuration is built the way it is because I enjoy it like this. All options in the configuration app have tooltips, please read them. You can adjust it freely to your liking. The configuration comes with starting PMCs only, and no additional PMC spawns - all bosses are set the same as vanilla defaults in SPT. The default Scav configuration will attempt to keep the map at near caps for the map at all times.</p>
<p>Both PMC &amp; Scav spawning has been built to only spawn a specific distance from players, and any other bots to spread them around the map a bit. The distance values for this are configurable in F12 - but be careful not to go overboard making them as high as you can as that may delay spawns.</p>
<p>Support for Legion/Punisher is automatic, but ABPS allows those mods to control their bosses. There is no special configuration for them in this mod.</p>
<p>ABPS is also Fika compatible as far as I have tested, only the hosts settings will be used.</p>
<p>Do not use this with another spawn mod.</p>
<p><em>This mod is still in active development. It may be missing features or configuration options you may want.</em></p>
<div class="tabset"><div id="tabset-13-panel-1" class="tab-panel"><div class="tab-title">INSTALLATION</div>
<div class="tab-content"><ol>
<li>Download Acid’s Bot Placement System</li>
<li>Open the downloaded zip file in 7-zip</li>
<li>Select the SPT &amp; BepInEx folders in the zip file in 7-zip</li>
<li>Drag the SPT &amp; BepInEx folders from 7-zip into your SPT folder</li>
</ol>
<p>Demonstration Video (yoink):</p>
<p><img src="https://i.imgur.com/3N6gTe2.gif" alt="3N6gTe2.gif" /></p></div></div>
<div id="tabset-13-panel-2" class="tab-panel"><div class="tab-title">UNINSTALLATION</div>
<div class="tab-content"><ol>
<li>Delete <code>/ROOTSPT/Bepinex/plugins/acidphantasm-botplacementsystem</code></li>
<li>Delete <code>/ROOTSPT/SPT/user/mods/acidphantasm-botplacementsystem</code></li>
<li>Done</li>
</ol></div></div>
<div id="tabset-13-panel-3" class="tab-panel"><div class="tab-title">CONFIG</div>
<div class="tab-content"><p>Config App is gone, to edit the configuration run your server after installing and go to:</p>
<ul>
<li><a target="_blank" class="external-link" href="https://127.0.0.1:6969/botplacementsystem/" rel="noreferrer noopener">https://127.0.0.1:6969/botplacementsystem/</a></li>
</ul>
<p>All configs can be updated and edited while the server is running - provided nobody is in raid.
<strong>If you are using Fika then put the appropriate IP and port instead.</strong></p>
<p>Additionally, there are some settings in-game via the F12 menu.</p></div></div>
<div id="tabset-13-panel-4" class="tab-panel"><div class="tab-title">RECOMMENDED MODS</div>
<div class="tab-content"><p><strong>Recommended Mods</strong></p>
<p><a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/2180-apbs-acid-s-progressive-bot-system" rel="noreferrer noopener">APBS</a></p>
<p><a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/2780-no-boss-pmcs/" rel="noreferrer noopener">No Boss PMCs</a></p>
<p><a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/1119-waypoints-expanded-navmesh/" rel="noreferrer noopener">Waypoints</a></p>
<p><a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/1096-looting-bots/" rel="noreferrer noopener">Looting Bots</a></p></div></div>
<div id="tabset-13-panel-5" class="tab-panel"><div class="tab-title">KNOWN ISSUES</div>
<div class="tab-content"><p><strong>Known Issues</strong></p>
<ul>
<li>None at this moment</li>
</ul></div></div></div>
<p>If you enjoy my work - you can <a target="_blank" class="external-link" href="https://ko-fi.com/acidphantasm" rel="noreferrer noopener">buy me a coffee</a>~</p>
]]></description><category>Bots</category><dc:creator>acidphantasm</dc:creator><pubDate>Sun, 13 Apr 2025 19:05:25 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/2782.png" type="image/png" length="0"/><dc:date>2026-04-01T05:32:38+00:00</dc:date><dc:identifier>v2.0.14</dc:identifier></item><item><title>Ai Limit</title><link>https://forge.sp-tarkov.com/mod/1945/ai-limit</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/1945/ai-limit</guid><description><![CDATA[<p>For more FPS you can try NVidia Smooth motion with NVidia GPU RTX 4000+</p>
<p>Disable AI (temporarily) based on distance to the player and user defined bot limit within that distance. Only the closest bots (distance wise) are enabled based on a max value you set in bepinex config.</p>
<p>For instance, i could set the AI Distance limit to 400 and the bot limit to 5.</p>
<p>Within that max distance of 400, my version will only enable the closest 5 bots.</p>
<p>Once you kill the bots close to you, it could activate bots up to your maximum much further away.</p>
<p>Don’t use this mod with Questing Bots.<br />
Questing Bots have their own AI Limiter.</p>
<p>Original mod <a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/793-ai-limit/?highlight=ai%20li#overview" rel="noreferrer noopener">AI Limit</a></p>
]]></description><category>Bots</category><dc:creator>wizard83</dc:creator><pubDate>Mon, 06 Jan 2025 10:28:40 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/iFN5tmtV0BCSMeEQLeU1CoMwB4x4XgF27OU2xmbj.png" type="image/png" length="0"/><dc:date>2025-10-25T07:36:41+00:00</dc:date><dc:identifier>v1.8.6</dc:identifier></item><item><title>NerfBotGrenades</title><link>https://forge.sp-tarkov.com/mod/1925/nerfbotgrenades</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/1925/nerfbotgrenades</guid><description><![CDATA[<p>Tired of bots with insane grenade accuracy? This mod allows you to multiply their inaccuracy when throwing grenades. Each bot by default has a very small inaccuracy offset when throwing a grenade, however it is so minor that it is barely noticeable. This mod lets you tweak this value up to 10x.</p>
<p>I <em><strong>will not</strong></em> read any bug reports unless proper logs are given.</p>
<p>You can support me on Ko-Fi</p>
<p><a target="_blank" class="external-link" href="https://ko-fi.com/lacyway" rel="noreferrer noopener">Click</a></p>
]]></description><category>Bots</category><dc:creator>Lacyway</dc:creator><pubDate>Mon, 30 Dec 2024 07:40:16 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/2596.png" type="image/png" length="0"/><dc:date>2025-10-11T16:46:34+00:00</dc:date><dc:identifier>v1.2.0</dc:identifier></item><item><title>[SAIN] Twitch Players</title><link>https://forge.sp-tarkov.com/mod/1895/sain-twitch-players</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/1895/sain-twitch-players</guid><description><![CDATA[<blockquote>
<p>Disclaimer: Some of the settings won’t correspond to what you’re actually seeing in the game if you use Fika Project/Headless. Some might experience instant head-eyes, some won’t. I have no fix for this. This Preset is heavily FPS dependent. The worse performance you get (looking at you, Headless Client hosters), the worse is your experience.</p>
</blockquote>
<h3><em>You WILL die.</em></h3>
<hr />
<h3>Showcases:</h3>
<div class="youtube-lite" data-video-id="wAKJav8bqq0" data-embed-url="https://www.youtube-nocookie.com/embed/wAKJav8bqq0?autoplay=1"><img src="https://i.ytimg.com/vi/wAKJav8bqq0/hqdefault.jpg" alt="YouTube video thumbnail" /></div>
<div class="youtube-lite" data-video-id="88Cu_DiZ9YY" data-embed-url="https://www.youtube-nocookie.com/embed/88Cu_DiZ9YY?autoplay=1"><img src="https://i.ytimg.com/vi/88Cu_DiZ9YY/hqdefault.jpg" alt="YouTube video thumbnail" /></div>
<p>This Mod&amp;Preset is not made for everyone. You perfectly know what you’re subscribing for by installing this mod. Or about to.. Find out.</p>
<hr />
<h2>Installing and setting up</h2>
<p>Drag the root folder inside the archive you downloaded and drop it in your SPT game folder.</p>
<hr />
<h2>Bots are too hard?</h2>
<p><img src="https://media1.tenor.com/m/QyJuBax5RG4AAAAC/suntzu-osu.gif" alt="suntzu-osu.gif" /></p>
]]></description><category>Bots</category><dc:creator>harmony</dc:creator><pubDate>Tue, 17 Dec 2024 08:58:03 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/SPDckoZ7xbs2PSAd9MoYrfFZfRqveqTer2s1gJtE.png" type="image/png" length="0"/><dc:date>2026-01-28T13:38:50+00:00</dc:date><dc:identifier>v3.0.8</dc:identifier></item><item><title>Bot Callsigns - Reloaded</title><link>https://forge.sp-tarkov.com/mod/1873/bot-callsigns-reloaded</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/1873/bot-callsigns-reloaded</guid><description><![CDATA[<p>Nothing could hurt you in post death screen if you’re already dead.. Right? How about head-eyes from GIGA_CHAD_69 or IHaveKappaLBozo? Maybe find a dead PMC with a dogtag <em>BSG_FIX_UR_GAME</em>?</p>
<p><strong>This mod adds 32,651 unique names into the game for BEAR and USEC individually which would show in your game, dogtags and flea. This mod also includes OG names that come with SPT!</strong></p>
<p>More examples:<br />
<strong>CheekyStepScav</strong><br />
<strong>WiggleIfFriendl</strong><br />
<strong>u_play_like_bot</strong><br />
<strong>PlsNoHeadEyes</strong><br />
<strong>IDontLikeTarkov</strong><br />
<strong>epic_fail</strong></p>
<p><strong>Contribution</strong></p>
<hr />
<p>You can contribute and suggest your names by providing a list in any format at <strong>GitHub</strong> provided on the mod page or simply DM me on the **SPT HUB.</p>
<h2><strong>Installation</strong></h2>
<p>Drag and drop the contents of the 7z archive in your SPT folder.</p>
<p><strong>PLEASE NOTE THAT I AM NOT THE ORIGINAL AUTHOR OF THIS MOD. ALL CREDITS GOES TO HELLDIVER - THE ORIGINAL CREATOR OF THIS MOD.</strong></p>
]]></description><category>Bots</category><dc:creator>harmony</dc:creator><pubDate>Sat, 07 Dec 2024 06:15:20 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/feW2ZQR7gjKA49b4EMnKnRiSQfGibyK2TCe9WYKs.png" type="image/png" length="0"/><dc:date>2026-03-17T16:27:36+00:00</dc:date><dc:identifier>v2.0.4</dc:identifier></item><item><title>APBS - Acid's Progressive Bot System</title><link>https://forge.sp-tarkov.com/mod/1594/apbs-acids-progressive-bot-system</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/1594/apbs-acids-progressive-bot-system</guid><description><![CDATA[<p>Are you tired of scavs being utterly pointless after level 20? <em>This mod is probably for you then.</em></p>
<p>Because all of the AI will level with you, they’ll all start wearing gearing that gets better as you get better. Bosses and their guards will always have decent loadouts. Scavs will <em>actually</em> wear the gear they have been scavenging (sometimes). What the hell is the purpose of scavs outside the early game? Now they have a purpose. Maybe they’ll spawn with armour worth yoinking the plates out of? Maybe they’ll spawn with weapons that have useful attachments for you! Who knows! That’s for you to try this mod and find out!</p>
<p>This gives you a reason to actually check your kills and maybe you’ll find something <em><strong>shiny</strong></em>.</p>
<p>All AI have their loadouts adjusted with this mod. Not just scavs. Not just PMCs. <em>All</em> of them.</p>
<p>Bosses still use their vanilla equipment, but have had tweaks to their ammo pools, and available attachments on weapon/gear.</p>
<p><strong>Please review all of the mod page!</strong></p>
<hr />
<h2>Do not use this with another progression mod.</h2>
<hr />
<div class="tabset"><div id="tabset-14-panel-1" class="tab-panel"><div class="tab-title">INSTALLATION</div>
<div class="tab-content"><hr />
<p>Installation</p>
<ol>
<li>Download APBS - Acid’s Progressive Bot System</li>
<li>Open the downloaded .zip file in 7-zip</li>
<li>Select the SPT folder in the .zip file in 7-zip</li>
<li>Drag the SPT folder from 7-zip into your SPT folder</li>
</ol>
<p>Demonstration Video (yoink):</p>
<p><img src="https://i.imgur.com/34vXXDj.gif" alt="34vXXDj.gif" /></p></div></div>
<div id="tabset-14-panel-2" class="tab-panel"><div class="tab-title">UNINSTALLATION</div>
<div class="tab-content"><hr />
<ol>
<li>Delete <code>/ROOTSPT/SPT/user/mods/acidphantasm-progressivebotsystem</code></li>
<li>Done</li>
</ol></div></div>
<div id="tabset-14-panel-3" class="tab-panel"><div class="tab-title">FEATURES</div>
<div class="tab-content"><hr />
<p>Features</p>
<p><em>This list is not even close to encompassing everything that APBS can do, or what you can change!</em></p>
<ul>
<li>Webconfig that has 125+ settings.
<ul>
<li>Review the config tab, all changes are made when you click save. No server restart necessary.</li>
<li>Chances are, if you want to change something - it’s available. If not, ask for it and maybe it’ll be added.</li>
<li><strong>Please, actually look at the config - it covers so much more than the features listed here.</strong></li>
</ul>
</li>
<li>All AI will level with you.</li>
<li>All AI have a tiering system.</li>
<li>All AI weapons have individual attachment chances in each tier.
<ul>
<li>Snipers, Marksman Rifles, and Carbines have scopes more often.</li>
<li>Assault Rifles have foregrips, stocks, muzzles more often. (etc etc etc)</li>
</ul>
</li>
<li>All AI will use <em>MODDED</em> weapons, equipment, and clothing that you have installed.
<ul>
<li><strong>Must be enabled in the config - Not all mods are compatible, no support granted</strong></li>
<li><strong>If you have Pack’N’Strap - AI will have the belts in their Armband slot!</strong></li>
<li><strong>If you have Realism - You can enable adding gas masks to Bots if you play with Hazard Zones</strong></li>
</ul>
</li>
<li>All PMCs will use weapons/equipment for kill quests that require specific things (v1.7.0+)
<ul>
<li>20 quests are currently available for them to choose from, they must be on an available map and within level range to being “assigned” a quest .</li>
<li>Questing Bots is not required for this feature, it’s completely independent.</li>
</ul>
</li>
<li>All AI pocket/rig/backpack loot has been adjusted.
<ul>
<li>Balancing - no more ammo box spam on PMCs.</li>
<li>Whitelists - nobody can use impact grenades except PMCs, and they must be of a higher level to use them.</li>
</ul>
</li>
<li>All AI Weapon Durability has been adjusted and balanced.</li>
<li>All AI medical/food/drink items may appear to be used.</li>
<li>All AI will randomly choose to use different ammunition in their additional mags.
<ul>
<li>Maybe that SR-25 spawned with M80, but perhaps one of their mags has M62 in it…or BCP. Who knows!</li>
</ul>
</li>
<li>All AI can use different size magazines based on your configuration.
<ul>
<li>If they spawn with 60 rounders, they won’t have like 5 of them - they are limited to 2.</li>
</ul>
</li>
<li>Your Player Scav will have gear generated based on your PMC level. Maybe you’ll get a decent gun.</li>
<li>USEC spawn with weapons that you would expect from non-Russian forces.</li>
<li>BEAR spawn with weapons that you would expect from Russian forces.</li>
<li>Per map weapon choices for AI? You got it! Factory is mostly short range, but Woods is mostly long range!</li>
<li>AI will used NVGs if it’s night, and they have a helmet supporting NVGs. They will not wear them during the day.</li>
<li>Scavs have a low chance to use weapons and equipment from the same tier PMC (or lower) as them.</li>
<li>Scavs weapon attachments and ammo will always be more basic, never meta.</li>
<li>Guards/Raiders/Rogues are beefed up a bit, they should be dangerous instead of a cake-walk.</li>
<li>All tiering and item weights are handmade and subject to change.
<ul>
<li>What is tiered?
<ul>
<li>Weapons!</li>
<li>Equipment!</li>
<li>PMC Clothing!</li>
<li>Attachments!</li>
<li>Ammo!</li>
</ul>
</li>
<li>This is not based on “loadouts” or “kits”, nor traders, nor anything else other progression mods do.</li>
<li>It’s just based on tiers (by level), and completely random within those tiers.</li>
</ul>
</li>
<li>Custom Presets (v1.1.0+) can be created, and shared between users. <strong>Make your own progression!</strong>
<ul>
<li>Please see “Presets” tab for information.</li>
<li>EVERYTHING that APBS does with AI loadouts and equipment, you can also do.
<ul>
<li>Change their equipment pools? Check!</li>
<li>Change their ammo pools? Check!</li>
<li>Change the CHANCE of a specific attachment on a specific class of weapons? Check!</li>
<li><strong><em>APBS is yours to create and customize</em>. Share your preset with users. Laugh at them getting wiped by your gigachad scavs. Do what <em>you</em> want.</strong></li>
</ul>
</li>
</ul>
</li>
</ul></div></div>
<div id="tabset-14-panel-4" class="tab-panel"><div class="tab-title">TIERS</div>
<div class="tab-content"><hr />
<p>Tiering System</p>
<ul>
<li>All tiers are based on <strong>YOUR</strong> PMC level.</li>
<li>All of these deltas can be changed in the configuration. If you want more variance, then configure it! If you want less, configure it!
<ul>
<li>You can also configure custom level deltas for Scavs separately, if you so wanted.</li>
<li>The configuration values for custom deltas are done per tier, so you need to set each of them - the “Tier” is based on YOUR PMC level.</li>
<li>If you want AI to be any level possible, set each custom level delta in the config to 79 levels below you and 79 levels above you.</li>
</ul>
</li>
<li>Min Level Delta: The number of levels BELOW your player level the AI can spawn</li>
<li>Max Level Delta: The number of levels ABOVE your player level the AI can spawn
<ul>
<li>Example #2: Player Level 27. Tier 3. AI will spawn between level 12 &amp; level 34.</li>
<li>Example #1: Player Level 32. Tier 4. AI will spawn between level 12 &amp; level 42.</li>
<li>Example #3: Player Level 48. Tier 5. AI will spawn between level 18 &amp; level 63.</li>
</ul>
</li>
</ul></div></div>
<div id="tabset-14-panel-5" class="tab-panel"><div class="tab-title">CONFIG</div>
<div class="tab-content"><hr />
<p>Configuration</p>
<p>Config App is gone, to edit the configuration run your server after installing and go to:</p>
<ul>
<li><a target="_blank" class="external-link" href="https://127.0.0.1:6969/progressivebotsystem/" rel="noreferrer noopener">https://127.0.0.1:6969/progressivebotsystem/</a></li>
</ul>
<p>All configs can be updated and edited while the server is running - provided nobody is in raid.</p>
<p><strong>If you are using Fika then put the appropriate IP and port instead.</strong></p></div></div>
<div id="tabset-14-panel-6" class="tab-panel"><div class="tab-title">ALTERNATIVE MODS</div>
<div class="tab-content"><hr />
<p>Alternative Mods</p>
<p>I know this mod won’t be for everyone, and the intention is to provide an alternative progression mod. It’s a type of mod that I wanted to take on because progression mods are a different type of hell to develop and implement.</p>
<p>The scope and end-goal of this mod is my vision of progression for SPT. <em>It may not match what you want or enjoy.</em></p>
<p>If you don’t like it - I won’t be offended and you don’t have to use it.</p>
<p>I would suggest trying any of the following alternative progression mods if you do not like APBS:</p>
<p><a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/1400-alp-algorithmic-level-progression/" rel="noreferrer noopener">ALP - ALGORITHMIC LEVEL PROGRESSION</a><br />
<a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/783-valens-progression/" rel="noreferrer noopener">VALENS-PROGRESSION</a></p>
<p><a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/606-spt-realism-mod/" rel="noreferrer noopener">SPT REALISM MOD</a></p>
<p><a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/1463-andern/" rel="noreferrer noopener">ANDERN</a></p></div></div>
<div id="tabset-14-panel-7" class="tab-panel"><div class="tab-title">RECOMMENDED MODS</div>
<div class="tab-content"><hr />
<p><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2097/abps-acids-bot-placement-system" rel="noreferrer noopener">Acid’s Bot Placement System</a></p>
<ul>
<li>Built specifically to spawn bots in a live like manner around maps.</li>
</ul>
<p><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/2519/armbands-for-all" rel="noreferrer noopener">Armbands For All</a></p>
<ul>
<li>Allows non-PMC bots to have armband slots</li>
</ul>
<p><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/1278/wtt-pack-n-strap" rel="noreferrer noopener">Pack N Strap</a></p>
<ul>
<li>Pairs nicely with Armband For All, so PMCs, scavs, and guards can have belts</li>
<li>If you don’t have Armbands For All, only PMCs will have them</li>
</ul>
<p><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mod/1539/bosses-have-lega-medals" rel="noreferrer noopener">Bosses Have Lega Medals</a></p>
<ul>
<li>Allows bosses to have a Lega Medal in their pocket, configurable by chance</li>
</ul>
<p><a target="_blank" class="external-link" href="https://forge.sp-tarkov.com/mods?query=wtt" rel="noreferrer noopener">Honestly, any WTT mod</a></p>
<ul>
<li>Most of these have additional compatibility handling and I only test Mod Importing with WTT Mods.</li>
</ul></div></div></div>
<p>If you enjoy my work - you can <a target="_blank" class="external-link" href="https://ko-fi.com/acidphantasm" rel="noreferrer noopener">buy me a coffee</a>~</p>
]]></description><category>Bots</category><dc:creator>acidphantasm</dc:creator><pubDate>Fri, 26 Jul 2024 20:03:35 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/2180.png" type="image/png" length="0"/><dc:date>2026-04-03T15:22:49+00:00</dc:date><dc:identifier>v2.1.8</dc:identifier></item><item><title>BUMA-Revamped (Bosses Use Meta Ammo)</title><link>https://forge.sp-tarkov.com/mod/1190/buma-revamped-bosses-use-meta-ammo</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/1190/buma-revamped-bosses-use-meta-ammo</guid><description><![CDATA[<p>This mod is inspired by <a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/1337-buma-bosses-use-meta-ammo/" rel="noreferrer noopener">BUMA (Bosses Use Meta Ammo)</a> . Shredder didn’t really see a point in adding config so I did. And also added things to make it mod-compatible. And better.</p>
<p>What the mod does: makes bosses and their followers use one of the best ammo that’s available for the caliber. What bosses and followers? By default, all bosses/followers/raiders/cultist/rogues. Adjustable in config:</p>
<p>“botsToReplaceAmmoFor” : [ “arenafighterevent”, “bossbully”, “bossgluhar”, “bosskilla”, “bossknight”, “bosskojaniy”, “bosskolontay”, “bosssanitar”, “bosstagilla”, “bosszryachiy”, “exusec”, “followerbigpipe”, “followerbirdeye”, “followerbully”, “followergluharassault”, “followergluharsecurity”, “followerkojaniy”, “followerkolontayassault”, “followerkolontaysecurity”, “followersanitar”, “followerzryachiy”, “pmcbot”, “sectantpriest”, “sectantwarrior”, “bossboar”, “bossboarsniper”, “followerboar” ], What ammo they will be using now? Generally speaking best one. And it’s also configurable in config. Here’s the cool part: it supports modded calibers and ammo.<br />
For vanilla ammo you can use <a target="_blank" class="external-link" href="https://db.sp-tarkov.com/search" rel="noreferrer noopener">https://db.sp-tarkov.com/search</a> , for modded items you have to look inside mod that adds ammo. Innate support provided for <a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/1199-extra-ammo-for-everyone/" rel="noreferrer noopener">Extra Ammo For Everyone</a> and <a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/1180-d-u-d-s/" rel="noreferrer noopener">D.U.D.S.</a> (They are not updated to 3.8.0 yet and simple package edit doesn’t work and I cba updating them).</p>
<p>“ammoToUse” : { “intentionallyIncorrectCaliberEntry” : { }, “Caliber9x19PARA”: { “intentionallyIncorrectCartridgeEntry”: 1, “5efb0da7a29a85116f6ea05f”: 1, “5c925fa22e221601da359b7b”: 1, “ExtraAmmo_9x19_7n31M”: 1, “ExtraAmmo_9x19_7n30”: 1, “ExtraAmmo_9x19_VBR”: 1 }, “Caliber1143x23ACP”: { “5efb0cabfb3e451d70735af5”: 1 }, “Caliber762x35”: { “5fd20ff893a8961fc660a954”: 1, “ExtraAmmo_762x35_Blackfang”: 1, “ExtraAmmo_762x35_MAI_AP”: 1 }, “Caliber9x21”: { “5a26ac0ec4a28200741e1e18”: 1, “ExtraAmmo_9x21_7n42”: 1, “ExtraAmmo_9x21_7BT3_01”: 1 }, … } You can add new calibers for your modded calibers and ammo in here. If a bot uses caliber, it’ll be replaced with ammo from config. Example: if bot uses 5.45x39, it’ll be updated with my mod, if bot does not have ammo entry for 9x21, mod won’t do anything about it. This means that mod is very cross-mod and cross-version compatible. you most likely can run this on like 3.5.x if not even older versions of SPT.</p>
<p>If you wanna be true homie or say thanks for time I’ve spent modding the game, feel free to send me a coffee on kofi</p>
<p><a target="_blank" class="external-link" href="https://ko-fi.com/musicmaniac" rel="noreferrer noopener"><img src="https://uploads-ssl.webflow.com/5c14e387dab576fe667689cf/61e11d5cf697cee7ca5b65d9_Button-p-500.png" alt="61e11d5cf697cee7ca5b65d9_Button-p-500.png" /></a></p>
<p>Cool part: I made config validation. If you add non-existent bot type, caliber or cartridge itself, it’ll just skip it and inform you about it.</p>
<p>Do not repost updates of my mods without reaching me first on SPT discord.</p>
]]></description><category>Bots</category><dc:creator>MusicManiac</dc:creator><pubDate>Sun, 17 Dec 2023 19:31:50 +0000</pubDate><dc:date>2026-01-09T10:49:47+00:00</dc:date><dc:identifier>v2.0.1</dc:identifier></item><item><title>Unda</title><link>https://forge.sp-tarkov.com/mod/1173/unda</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/1173/unda</guid><description><![CDATA[<p>This is another bot waves generator mod.</p>
<p>Inspired by <a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/1002-betterspawnsplus/" rel="noreferrer noopener">BetterSpawnsPlus</a>, <a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/1059-moar-bots-spawning-difficulty/" rel="noreferrer noopener">MOAR</a> and <a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/878-swag-donuts-dynamic-spawn-waves-and-custom-spawn-points/" rel="noreferrer noopener">SWAG + Donuts</a>.</p>
<p>Any of this mods can do more and do it better.</p>
<p>This mod is meant to be as simple as possible.</p>
<p>If you happy with big spawn mods don’t use this one. I made it mostly for myself to keep game as close as possible to vanila SPT-AKI and fix issue when PMC spawns among Scavs and immidently kill each other.</p>
<p>This mod realize only one algorithm for spawns with minimal settings.</p>
<p>For PMC</p>
<p>Amount of PMC is <strong>locationData.base.MinPlayers</strong>. Splits by random size groups from 1 to <strong>config.maxPmcGroupSize</strong>. PMC spawns as a bosses in beginnig of raid (game spawn them in first 60 seconds).
Game spawns PMC at real PMC spawns points.</p>
<p>For Scavs</p>
<p>Does nothing</p>
]]></description><category>Bots</category><dc:creator>Barlog_M</dc:creator><pubDate>Thu, 30 Nov 2023 05:57:28 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/1643.jpeg" type="image/png" length="0"/><dc:date>2025-11-28T07:08:10+00:00</dc:date><dc:identifier>v3.0.0</dc:identifier></item><item><title>ACCURATE CIRCULAR RADAR</title><link>https://forge.sp-tarkov.com/mod/1100/accurate-circular-radar</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/1100/accurate-circular-radar</guid><description><![CDATA[<h4>[Description]</h4>
<p><strong>Tired of being shot but can’t figure out where the enemy is?</strong></p>
<p><strong>Want to know if the target is SCAV, PMC, or BOSS?</strong></p>
<p><strong>Can’t find the dead body in the bush?</strong></p>
<p><strong>Don’t want to miss a high-value loot in the marked room?</strong></p>
<p>This mod provides accurate location indications of enemies and loots on the radar map to enable you to play a more casual gameplay style. Also, it can help you identify the side of enemies, like SCAV, USEC, BEAR, and BOSS. For example, if you only want to see the SCAV, set the alpha of the other sides to zero. If you only want to see the corpse, just enable corpse detection and set the alpha of all the other sides to zero. The loot detection allows you to see high-value loot (value above the loot threshold in the settings) on the radar map and helps you find them easily.</p>
<p>Use at your wish and enjoy the game! Join the <a target="_blank" class="external-link" href="https://discord.gg/K44Zgj5JHB" rel="noreferrer noopener">discord</a> if you want to help test the new features or give any feedback.</p>
<h4>[Acknowledgments]</h4>
<p>This mod is upgraded from Tyrian’s ACCURATE CIRCULAR RADAR STANDALONE. Please give the credit to Tyrian.</p>
<h4>[Installation]</h4>
<p>Unzip the file and drag the BepInEx folder into your game folder, and make sure the DLL file is placed at gameFolder/BepInEx/plugins/Tyrian-Radar.dll. For better flea market prices used by the loot detection, please install <a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/1606-lootvalue/" rel="noreferrer noopener">LootValue</a>.</p>
<h4>[Features]</h4>
<ul>
<li>Show the enemy’s location.</li>
<li>Show different colors for different types of enemies.
<ul>
<li>You can disable the indication for a certain type of enemy by setting the alpha to zero.</li>
</ul>
</li>
<li>Show the corpse’s location.</li>
<li>Show high-value loot.
<ul>
<li>Set the value threshold to filter the loot.</li>
<li>Per-slot value option.</li>
<li>Wishlist items regardless of value (only for the Others category).</li>
</ul>
</li>
<li>Adjustable scan interval, you can increase the uncertainty of the enemy.</li>
<li>Fire mode, where the enemy will show on the radar only after firing.</li>
<li>Mine zone and claymore detection.</li>
<li>Compass mode, where the radar panel will be part of the compass screen, and only works when you’re holding a compass.</li>
</ul>
<p><strong>Normal Mode</strong></p>
<p><strong>Compass Mode (Not work due to an issue with the game itself)</strong></p>
]]></description><category>Bots</category><dc:creator>Leonana69</dc:creator><pubDate>Thu, 12 Oct 2023 17:24:15 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/1522.png" type="image/png" length="0"/><dc:date>2025-10-16T01:44:54+00:00</dc:date><dc:identifier>v1.2.1</dc:identifier></item><item><title>Andern</title><link>https://forge.sp-tarkov.com/mod/1064/andern</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/1064/andern</guid><description><![CDATA[<p>Idea of this mod is to rebalance the game for better single player experience.</p>
<ul>
<li>Gives PMC bots decent weapon from handmade presets.</li>
<li>Gives PMC good gear. Every PMC wear armor, helmet, rig, headphones, face cover and glasses.</li>
<li>Generates PMC with levels in configurable range.</li>
<li>Add trader that sell you couple weapon modules to make weapon until level 15 a bit less crap. And sells you keys for quests witch hard to find because of high randomness of loot in the game.</li>
<li>Mod allows to change Flea Market access level. Config parameter <code>fleaMinUserLevel</code>. You can increase it to level 42 to add more sense to looting because with Flea you can easy just buy everything your need for craft and hideout update.</li>
</ul>
<p>Weapon and gear split by tiers. Tiers is described in <strong>preset/_name/preset.json</strong> file.</p>
<p>Bots get random weapon from presets. Also bots use specified ammo for each caliber from presets.</p>
<p>For example list of ammo for tier one weapon presets is in file one/ammo.json</p>
<p>Preset made in the game and then exported with <a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/184-spt-aki-profile-editor/" rel="noreferrer noopener">SPT-AKI Profile Editor</a></p>
<p>You can make your own preset. Just be sure that ammo.json contain record for weapon caliber.</p>
<p>Mod supports any weapon: shotguns, pistols, revolvers, grenade launchers etc.</p>
<p>At night raids tactical device replaced to infrared one.</p>
<p>At night raids all PMC wear helmets with night vision googles.</p>
<p>PMC wear gear from <strong>gear.json</strong> for their level.</p>
<p><strong>PMC Bots Level configuration</strong></p>
<p>By default pmc bots generates in range from player level - <strong>PmcBotLevelDownDelta</strong> to player level + <strong>PmcBotLevelUpDelta</strong></p>
<p>if <strong>UseFixedPmcBotLevelRange</strong> true then pmc bots level in fixed range from <strong>PmcBotMinLevel</strong> to <strong>PmcBotMaxLevel</strong></p>
<p><strong>Settings for bot generation on maps</strong></p>
<p>Works only if <strong>MapBotSettings</strong> set to true.</p>
<p><strong>MapBossChanceAdjustment</strong> add or remove percent for existing boss chance. For example if map boss chance is 35 and you set this parameter to 20 then boss chance will be 35 + 20.</p>
<p><strong>MapMakePmcAlwaysHostile</strong> by default in SPT-AKI 20% chance that PMC is friendly to player. This setting set this chance to 0.</p>
<p><strong>MapPmcBrainsAsLive</strong> pmc uses only pmcUSEC and pmcBEAR brains.</p>
<p><strong>MapScavsAlwaysHasBackpack</strong> Regualr scavs always has backpack.</p>
<p><strong>MapScavsAlwaysHasArmor</strong> Regular scavs always has (their crap) armor.</p>
<p><strong>MapScavsAlwaysHasHeadwear</strong> Regular scavs always has (their crap) headwaear.</p>
<p><strong>MapPlayerScavsBossBrainsOff</strong> Player scavs only use pmcBot brains.</p>
<p><strong>Other settings</strong></p>
<p><strong>PmcBackpackWeaponDisable</strong> disables chance that PMC can have extra weapon in their backpack.</p>
<p><strong>EmissaryPmcBotsDisable</strong> disables chance that PMC can have any type of accounts other than user (purple, green names etc).</p>
<p><strong>SeasonalEventsDisable</strong> disables all seasonal events like halloween etc.</p>
<p><strong>InsuranceDecreaseReturnTime</strong> decrease return time for Prapor (2 - 3 hours) and Therapist (1 - 2 hours).</p>
<p><strong>InsuranceIncreaseStorageTime</strong> increase storage time for Prapor and Therapist (14 days).</p>
<p><strong>fleaBlacklistDisable</strong> disables Flea blacklist.</p>
<p><strong>RandomizeSeason</strong> season set randomly after every raid.</p>
<p><strong>PlayerScavAlwaysHasBackpack</strong> if true player scav always spawns with backpack.</p>
<p><strong>PpCoinsOnPmcAndScavs</strong> regualar scavs and pmc always has GP Coins in their backpaks.</p>
<p><strong>LegaMedalOnBosses</strong> bosses has Lega Medal in their pockets.</p>
<p><strong>RemoveAllTradersItemsFromFlea</strong> removes all item from default traders from Flea except barter, food and keys.</p>
<p><strong>WeeklyBossEventDisable</strong> disables weekly boss 100% spawn event</p>
<p><strong>CheeseQuests</strong> disables gear and weapon conditions for same quests. For example DMR allowed for any quest required bolt action rifle.</p>
<p><strong>Installation</strong></p>
<ul>
<li>Put folder <strong>BarlogM-Andern</strong> from zip file into your <strong>user/mods</strong> folder</li>
</ul>
<p><strong>Known issues</strong></p>
<ul>
<li>Mod does not work with <a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/1400-algorithmic-level-progression/" rel="noreferrer noopener">Algorithmic Level Progression</a> and <a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/606-spt-realism-mod/" rel="noreferrer noopener">Realism</a></li>
</ul>
]]></description><category>Bots</category><dc:creator>Barlog_M</dc:creator><pubDate>Sat, 23 Sep 2023 00:08:52 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/1463.jpg" type="image/png" length="0"/><dc:date>2026-02-24T23:51:53+00:00</dc:date><dc:identifier>v3.1.1</dc:identifier></item><item><title>BigBrain</title><link>https://forge.sp-tarkov.com/mod/902/bigbrain</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/902/bigbrain</guid><description><![CDATA[<p><strong>This is a library meant for use by developers, and may be required as a dependency for some plugins. Installing it by itself will have no effect on your game, without another plugin that utilizes it.</strong></p>
<h3>Installation</h3>
<p>1) Open the downloaded zip file in <strong><a target="_blank" class="external-link" href="https://www.7-zip.org/" rel="noreferrer noopener">7-zip</a></strong></p>
<p>2) Select the folders in the zip file in <a target="_blank" class="external-link" href="https://www.7-zip.org/" rel="noreferrer noopener"><strong>7-zip</strong></a></p>
<p>3) Drag the selected folders from <a target="_blank" class="external-link" href="https://www.7-zip.org/" rel="noreferrer noopener"><strong>7-zip</strong></a> into your SPT folder</p>
<p>Demonstration Video (Yes, it’s Quest Tracker, but the same concept applies to all of my mods, I’m not making mod-specific extraction example videos):</p>
<p><img src="https://i.imgur.com/afNPjAw.gif" alt="Install Gif" /></p>
<h3>What is BigBrain</h3>
<p>Have you ever wanted to take full control of bots, but found that patching into methods only gets you so far? BigBrain will allow you to insert your own logic layers into bot brains, at whatever priority you want, allowing you to take full control of the bots. If you’ve ever wanted to completely re-write how a bot behaves in certain circumstances, you are also able to remove original layers, so you don’t have to worry about the original BSG brains conflicting with yours.</p>
<h3>Mod Developer Notice</h3>
<p>Please do not bundle BigBrain directly with your plugin, link users to this mod page to download and install it alongside your plugin. This allows multiple mods to utilize it, without risk of one mod or another being bundled with an old version of BigBrain and potentially breaking things.</p>
<h3>Documentation</h3>
<p>Documentation is still a to-do, for now the code is the documentation.</p>
<p>I’ve created a test brain that re-implements the logic of the “PatrolAssault” layer, which can be found on GitHub: <a target="_blank" class="external-link" href="https://github.com/DrakiaXYZ/SPT-BrainTest" rel="noreferrer noopener">https://github.com/DrakiaXYZ/SPT-BrainTest</a></p>
<p>Note due to this being an almost direct re-implementation of the “PatrolAssault” layer, that was mostly used for testing that I was able to interact with all of the things required to re-implement a base logic layer, the logic may not be implemented in the most concise or best manner.</p>
<p>If you enjoy my work, you can <a target="_blank" class="external-link" href="https://ko-fi.com/drakiaxyz" rel="noreferrer noopener">feed my caffeine addiction</a></p>
]]></description><category>Bots</category><dc:creator>DrakiaXYZ</dc:creator><pubDate>Wed, 31 May 2023 03:20:55 +0000</pubDate><dc:date>2025-10-11T17:31:39+00:00</dc:date><dc:identifier>v1.4.0</dc:identifier></item><item><title>Looting Bots</title><link>https://forge.sp-tarkov.com/mod/812/looting-bots</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/812/looting-bots</guid><description><![CDATA[<p>If you enjoy my work, support me at <a target="_blank" class="external-link" href="https://ko-fi.com/skwizzy" rel="noreferrer noopener">Ko-Fi!</a></p>
<div class="tabset"><div id="tabset-15-panel-1" class="tab-panel"><div class="tab-title">Description</div>
<div class="tab-content"><h3><strong>REQUIRED DEPENDENCY: <a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/1219-bigbrain/" rel="noreferrer noopener">BigBrain</a> This mod will not work unless the BigBrain mod is also installed!</strong></h3>
<p><a target="_blank" class="external-link" href="https://github.com/Skwizzy/SPT-LootingBots/blob/master/README.md" rel="noreferrer noopener">View readme</a> for more details. Please report any issues in the comments section here or feel free to open an issue on the github. Having debug enabled in the mod menu is recommended when reporting issues.</p>
<p><a target="_blank" class="external-link" href="https://github.com/Skwizzy/SPT-LootingBots/issues?q=is%3Aopen+-label%3A%22resolution%3A+fixed+%28in+beta%29%22+label%3Abug%2C%22performance+issue%22+" rel="noreferrer noopener"> <img src="https://img.shields.io/github/issues-search/Skwizzy/SPT-LootingBots?label=Open%20issues&amp;query=is%3Aopen%20-label%3A%22resolution%3A%20fixed%20%28in%20beta%29%22%20label%3Abug%2C%22performance%20issue%22" alt="GitHub issue custom search in repo" /></a> - Check here for an existing issue before reporting a bug</p>
<p><a target="_blank" class="external-link" href="https://github.com/Skwizzy/SPT-LootingBots/issues?q=is%3Aissue+is%3Aopen+label%3A%22resolution%3A+fixed+%28in+beta%29%22%2C%22resolution%3A+implemented+%28in+beta%29%22+" rel="noreferrer noopener"><img src="https://img.shields.io/github/issues-search/skwizzy/spt-lootingbots?label=Resolved%20in%20beta&amp;query=is%3Aissue%20is%3Aopen%20label%3A%22resolution%3A%20fixed%20%28in%20beta%29%22%2C%22resolution%3A%20implemented%20%28in%20beta%29%22" alt="GitHub issue custom search in repo" /></a></p>
<h3><strong>Base game behavior:</strong></h3>
<ul>
<li>Scavs start a raid on patrol, when they finish a combat engagement they will return to patrol mode after the amount of seconds specified in the Mind.TIME_TO_FORGOR_ABOUT_ENEMY_SEC bot config property</li>
<li>When scavs are on patrol, they have a chance to inspect a nearby corpse and loot simple things such as weapons and</li>
<li>When scavs are on patrol, sometimes they stop in front of a lootable container and pretend to loot it</li>
<li>PMCs and Scavs in SPT spawn with some potentially valuable loot already in their inventory</li>
</ul>
<h3><strong>Modded behavior:</strong></h3>
<ul>
<li>New bot brain layer (LootingLayer) added for looting that replaces the base game logic responsible for “looting”</li>
<li>LootingLayer will activate every 10 seconds (by default) during a patrol causing the bots to scan for the closest lootable item, container, or corpse. Scan distance configured by the “Detect Loot Distance” setting (75m by default)</li>
<li>Once a lootable object has been found, bots will attempt to navigate to the object and commence looting</li>
<li>Bots will attempt to loot everything from within corpse and a container</li>
<li>Bots will examine each item for about 1 second before looting it (simulates discovering items when searcing containers/corpses)</li>
<li>If a bot cannot equip a piece of gear, they will attempt to place it in their inventory</li>
<li>Not all loot is navigable, relies heavily on the availability of a nearby NavMesh that bots can use to navigate
<ul>
<li>If a container is behind a door, bots will open the door if unlocked.</li>
<li>If a bot is stuck in place or if the bot spends too much time moving, the loot will be ignored</li>
</ul>
</li>
<li>Once looting has finished, bots will wait the amount of time specified<br />
in the “Delay between looting” setting before the next loot scan occurs (15s by default)</li>
</ul>
<p><strong>Gear Swap Criteria</strong></p>
<ul>
<li>Bot will always swap to gear that has higher armor rating (helmets, armor vests, armored rigs)</li>
<li>Backpack will be swapped if backpack being looted has more slots</li>
<li>When looting larger rigs, bots will swap if currently equipped rig is of equal or lower armor class</li>
<li>When throwing old backpacks/tactical rigs, bots try to take all the loot from the container thrown</li>
<li>When looting weapons, bots will compare the item’s Handbook(default) or Flea market price in rubles to the value of the weapons currently equipped.
<ul>
<li>Looted weapons with higher value will replace an equipped weapon with the lowest value</li>
<li>Bots prefer to use the highest value weapon as their primary (if they have ammo)</li>
</ul>
</li>
</ul>
<h3>Package Contents</h3>
<ul>
<li>BepInEx/plugins/skwizzy.LootingBots.dll - Client plugin responsible for all the new corpse looting logic</li>
<li>user/mods/Skwizzy-LootingBots-ServerMod - Server mod responsible for:
<ol>
<li>Marks all items with DiscardLimits as InsuranceDisabled. It then disables the DiscardLimit settings for the server via the EnableDiscardLimits option in Server/database/globals.json. SPT PMC bots by default spawn with loot already in their backpacks, this loot is not marked Found In Raid and thus is subject to BSG’s RMT protection logic. With discard limits enabled, when a bot drops their backback to swap to a new one any loot with discard limits in their bag will be deleted immediately when the bag is dropped. To avoid this we set the EnableDiscardLimits to false, and also make sure to flag all items with a DiscardLimit &gt;= 0 as InsuranceDisabled to prevent items suchs as keys and cases to be insured.</li>
<li>Provides the option to clear out the loot that PMC/Scav bots start with<br />
in their backpacks. This does not include meds, ammo, grenades ect. These options can be found in the Skwizzy-LootingBots-ServerMod/config/config.json.</li>
</ol>
</li>
</ul>
<h3><strong>Install</strong></h3>
<ul>
<li>Extract the contents of the .zip file into your SPT directory</li>
<li>Recommended to have LootingBots-ServerMod loaded last in the mod order to make sure discard limits arent enabled by another server mod</li>
</ul></div></div>
<div id="tabset-15-panel-2" class="tab-panel"><div class="tab-title">Mod Settings (F12)</div></div>
<div id="tabset-15-panel-3" class="tab-panel"><div class="tab-title">Loot Finder</div>
<div class="tab-content"><ul>
<li>Enable corpse looting - Enables corpse looting for the selected bot types</li>
<li>Enable corpse line of sight check - When scanning for loot, corpses will be ignored if they are not visible by the bot</li>
<li>Detect corpse distance - Distance (in meters) a bot is able to detect a corpse</li>
<li>Enable container looting - Enables container looting for the selected bot types</li>
<li>Enable container line of sight check - When scanning for loot, containers will be ignored if they are not visible by the bot</li>
<li>Detect container distance - Distance (in meters) a bot is able to detect a container</li>
<li>Enable loose item looting - Enables loose item looting for the selected bot types</li>
<li>Enable item line of sight check - When scanning for loot, loose items will be ignored if they are not visible by the bot</li>
<li>Detect item distance - Distance (in meters) a bot is able to detect an item</li>
<li>Debug: Log Levels - Enable different levels of log messages to show in the logs</li>
<li>Debug: Show navigation points - Renders spheres where bots are trying to navigate when container looting. (Red): Container position. (Green): Calculated bot destination. (Blue): NavMesh corrected destination (where the bot will move).</li>
</ul></div></div>
<div id="tabset-15-panel-4" class="tab-panel"><div class="tab-title">Loot Finder (Timing)</div>
<div class="tab-content"><ul>
<li>Delay after spawn - Amount of seconds a bot will wait to start their first loot scan after spawning into raid.</li>
<li>Delay after taking an item (ms) - Amount of milliseconds a bot will wait after taking an item into their inventory before attempting to loot another item. Simulates the amount of time it takes for a player to look through loot decide to take something.</li>
<li>Enable examine time - Adds a delay before looting an item to simulate the time it takes for a bot to “uncover (examine)” an item when searching containers, items and corpses. The delay is calculated using the ExamineTime of an object and the AttentionExamineTime of the bot.</li>
<li>Loot scan interval - The amount of seconds the bot will wait until triggering another loot scan</li>
</ul></div></div>
<div id="tabset-15-panel-5" class="tab-panel"><div class="tab-title">Weapon Loot Settings</div>
<div class="tab-content"><ul>
<li>Use flea market prices- Bots will query more accurate ragfair prices to do item value checks. Will make a query to get ragfair prices when the client is first started. May affect initial client start times.</li>
<li>Calculate value from attachments- Calculate weapon value by looking up each attachment. More accurate than just looking at the base weapon template but a slightly more expensive check</li>
<li>Allow weapon attachment stripping - Allows bots to take the attachments off of a weapon if they are not able to pick the weapon up into their inventory</li>
<li>PMC: Min loot value threshold - PMC bots will only loot items that exceed the specified value in roubles. When set to 0, bots will ignore the minimum value threshold</li>
<li>PMC: Max loot value threshold - PMC bots will NOT loot items that exceed the specified value in roubles. When set to 0, bots will ignore the maximum value threshold</li>
<li>PMC: Allowed gear to equip - The equipment a PMC bot is able to equip during raid</li>
<li>PMC: Allowed gear in bags - The equipment a PMC bot is able to place in their backpack/rig</li>
<li>Scav: Min loot value threshold - All non-PMC bots will only loot items that exceed the specified value in roubles. When set to 0, bots will ignore the minimum value threshold</li>
<li>Scav: Max value threshold - All non-PMC bots will NOT loot items that exceed the specified value in roubles. When set to 0, bots will ignore the maximum value threshold</li>
<li>Scav: Allowed gear to equip - The equipment a non-PMC bot is able to equip during raid</li>
<li>Scav: Allowed gear in bags - The equipment a non-PMC bot is able to place in their backpack/rig</li>
<li>Log Levels - Enable different levels of log messages to show in the logs</li>
</ul></div></div>
<div id="tabset-15-panel-6" class="tab-panel"><div class="tab-title">LootingBots-ServerMod Settings</div></div>
<div id="tabset-15-panel-7" class="tab-panel"><div class="tab-title">Settings for LootingBots-ServerMod can b</div>
<div class="tab-content"><ul>
<li>pmcSpawnWithLoot - When set to true, PMCs will spawn with loot in their bags/pockets (default SPT behavior)</li>
<li>scavSpawnWithLoot - When set to true, Scavs will spawn with loot in the bags/pockets (default SPT behavior)</li>
</ul>
<h3><strong>Default config:</strong></h3></div></div>
<div id="tabset-15-panel-8" class="tab-panel"><div class="tab-title">{ “pmcSpawnWithLoot”: false, “scavSpawnW</div>
<div class="tab-content"><ul>
<li><a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/1119-waypoints-expanded-bot-patrols/" rel="noreferrer noopener">Waypoints - Expanded Bot Patrols</a> - Adds expanded NavMeshes to all maps allowing bots to be able to navigate to almost every part of the map. When playing with larger Loot Detection Distances, this will allow bots to travel freely to extremely far away loot</li>
<li><a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/1062-sain-2-0-solarint-s-ai-modifications-full-ai-combat-system-replacement/" rel="noreferrer noopener">SAIN 2.0 - Solarint’s AI Modifications - Full AI Combat System Replacement</a> - Amazing overhaul of bot AI, gives the game a whole new feel. Overhaul of the bot reactions allows bots to loot and not be interrupted if they hear shots from halfway across the map as well as many other things!</li>
<li><a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/1265-search-open-containers/?highlight=search" rel="noreferrer noopener">Search Open Containers</a> - Allows you to search an opened container without having to close them. Nice QOL when encountering containers that have been looted by a bot and left open</li>
</ul></div></div>
<div id="tabset-15-panel-9" class="tab-panel"><div class="tab-title">Mod Conflicts</div>
<div class="tab-content"><p>This mod will conflict with any mod that sets theglobals.config.DiscardLimitsEnabled to true. PMC bots will throw exceptions when attempting to discard gear with DiscardLimits set. This needs to be false for the mod to function properly with pmc looting.</p></div></div>
<div id="tabset-15-panel-10" class="tab-panel"><div class="tab-title">Beta (Not Active)</div>
<div class="tab-content"><p><a target="_blank" class="external-link" href="https://github.com/Skwizzy/SPT-LootingBots/issues?q=is%3Aissue+is%3Aopen+label%3A%22beta+bug%22+-label%3A%22resolution%3A+fixed+%28in+beta%29%22+" rel="noreferrer noopener"><img src="https://img.shields.io/github/issues-search/skwizzy/spt-lootingbots?label=Issues%20in%20beta&amp;query=is%3Aissue%20is%3Aopen%20label%3A%22beta%20bug%22%20-label%3A%22resolution%3A%20fixed%20%28in%20beta%29%22" alt="GitHub issue custom search in repo" /></a> <a target="_blank" class="external-link" href="https://github.com/Skwizzy/SPT-LootingBots/issues?q=is%3Aissue+is%3Aopen+label%3A%22resolution%3A+fixed+%28in+beta%29%22%2C%22resolution%3A+implemented+%28in+beta%29%22+" rel="noreferrer noopener"><img src="https://img.shields.io/github/issues-search/skwizzy/spt-lootingbots?label=Resolved%20in%20beta&amp;query=is%3Aissue%20is%3Aopen%20label%3A%22resolution%3A%20fixed%20%28in%20beta%29%22%2C%22resolution%3A%20implemented%20%28in%20beta%29%22" alt="GitHub issue custom search in repo" /></a></p>
<p><a target="_blank" class="external-link" href="https://github.com/Skwizzy/SPT-LootingBots/releases/tag/v1.3.3-aki-3.8.0-beta" rel="noreferrer noopener">Beta Build</a></p></div></div></div>
]]></description><category>Bots</category><dc:creator>Skwizzy</dc:creator><pubDate>Wed, 22 Mar 2023 04:38:33 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/1096.png" type="image/png" length="0"/><dc:date>2026-04-01T18:06:53+00:00</dc:date><dc:identifier>v1.7.0</dc:identifier></item><item><title>SAIN - Solarint's AI Modifications - Full AI Combat System Replacement</title><link>https://forge.sp-tarkov.com/mod/791/sain-solarints-ai-modifications-full-ai-combat-system-replacement</link><guid isPermaLink="true">https://forge.sp-tarkov.com/mod/791/sain-solarints-ai-modifications-full-ai-combat-system-replacement</guid><description><![CDATA[<p><strong>Report issues or bugs to here: <a target="_blank" class="external-link" href="https://github.com/ArchangelWTF/SAIN/issues" rel="noreferrer noopener">SAIN Github Issue Tracker</a></strong></p>
<p><strong>Any issues must include a full list of your server and client mods, the version of SPT you are playing on, and either your Bepinex/LogOutput file or an exact description of the issue you are experiencing and the context of when it occurred. Just telling me “its broken” is not helpful what so ever.</strong></p>
<div class="tabset"><div id="tabset-16-panel-1" class="tab-panel"><div class="tab-title">Features</div>
<div class="tab-content"><p><strong>SAIN 3.0: New Features:</strong></p>
<ul>
<li>
<p><strong>New Combat AI</strong></p>
<ul>
<li>Fully replaced combat logic.</li>
<li>AI Will Run for cover while reloading and using first aid.</li>
<li>Entirely new decision system and framework.</li>
<li>Bots will move outside their bot-zones to investigate gunfire or chase enemies.</li>
</ul>
</li>
<li>
<p>Full Bot Customization and Difficulty Modifications while in-game.</p>
<ul>
<li>
<p>Press f6 (Default Key) to open new in-game GUI.</p>
</li>
<li>
<p>Includes difficulty presets that modify SAIN config settings.</p>
<ul>
<li>These presets have no influence on other difficulty options in other mods or the selected difficulty when starting a raid. They are ONLY for quickly changing SAIN gui settings.</li>
</ul>
</li>
</ul>
</li>
<li>
<p>New Tracking of Last Known Position for bots.</p>
<ul>
<li>Bots will only use real sensory information to track where they last saw or heard you, and will remember that location for longer. Bots will share this info if they are in a group, and either using headsets, or close by to friendlies.</li>
<li>When making lots of noise from 1 place, bots will get increasingly accurate information on where a sound came from, and be able to see their target from further away, and see them faster if they heard them from the same place that they currently are. Repositioning is key!</li>
</ul>
</li>
<li>
<p><strong>Bot Extracts</strong></p>
<ul>
<li>
<p>PMCs and Scavs will move to extract at the end of raid, or if they are heavily injured and can’t heal.</p>
</li>
<li>
<p>If using Looting Bots, SAIN will track how much loot they’ve gained during a raid (Net-Loot-Value) and can decide to leave if they are satisfied.</p>
<ul>
<li>Can be configured in “Looting Bots” tab in Global Settings.</li>
</ul>
</li>
</ul>
</li>
<li>
<p><strong>Bots React to you reloading, healing, pulling out grenades, pulling pins on grenades, using surgery, or looting.</strong></p>
<ul>
<li>Yes you can bait the AI now.</li>
</ul>
</li>
<li>
<p><strong>New Cover System for AI</strong></p>
<ul>
<li>Bots use objects around them in the real gameworld rather than preset static points.</li>
<li>Anywhere there is NavMesh and objects, bots will take cover and fight properly.</li>
</ul>
</li>
<li>
<p><strong>New AI Personality System</strong></p>
<ul>
<li>Bots are assigned a personality preset that influences their decisions and talk behavior.</li>
<li>Bots with excellent gear will be more aggressive, taunt their enemy, and wait for enemies to show up far less frequently.</li>
<li>Currently Implemented: GigaChad, Snapping Turtle, Wreckless, Chad, Rat, Coward, Timmy, Normal.</li>
</ul>
</li>
<li>
<p>New Squad Personality System</p>
<ul>
<li>Groups of bots will have specific personalities that affects how vocal they are, their coordination, and their aggression level.</li>
<li>Currently Implemented: GigaChads, Elite, TimmyTeam6, Rats, Normal</li>
</ul>
</li>
<li>
<p>**New Talk System</p>
<ul>
<li>
<p>Solo bots are less talkative.</p>
</li>
<li>
<p>Bot Groups now use a complex system to call out enemy locations, friendly status, their current actions, and requests to other group members in close proximity.</p>
</li>
<li>
<p>Squad leaders will call out orders for bots based on the situation.</p>
</li>
<li>
<p>Personality Specific Voice Behaviors</p>
<ul>
<li>Rats and Timmys may beg for their life and try to stop you from shooting them.</li>
<li>Chads/GigaChads will taunt enemies.</li>
<li>and a few secret rare events that I wont spoil.</li>
</ul>
</li>
<li>
<p>New AI Voice Response System</p>
<ul>
<li>AI of certain personalities will respond to voicelines from both the player, and other bots, so if you start talking shit, they might start talking back!</li>
<li>Friendly bots will voice line back to you, so you can more easily tell when a friendly is nearby so you don’t lose that scav karma.</li>
</ul>
</li>
</ul>
</li>
<li>
<p><strong>New Squad Tactics</strong></p>
<ul>
<li>
<p>Squads will work together.</p>
<ul>
<li>Groups of scavs and especially PMCs are far more dangerous than before. Think carefully before engaging a group of well armed PMCs!</li>
<li>Squads will try to help friendly members if they are in trouble</li>
<li>Squads regroup around their squad leader if they drift too far.</li>
<li>Squads will suppress enemies around a corner while a friendly is retreating to heal or reload.</li>
</ul>
</li>
<li>
<p>New Squad Leader System</p>
<ul>
<li>Each group of bots is assigned a squad leader who gives commands and behaves differently.</li>
<li>Killing this squad leader will leave groups less combat effective by disabling Squad Specific bot actions.</li>
<li>Try to ID a squad leader and kill them first to make a group easier to deal with!</li>
</ul>
</li>
</ul>
</li>
<li>
<p><strong>Bot Blind Fire</strong></p>
<ul>
<li>Bots will blindfire over objects in the direction of their enemy.</li>
</ul>
</li>
<li>
<p><strong>Advanced Search Behavior and Movement</strong></p>
<ul>
<li>Bots will try to peek corners and clear dangerous areas while searching for enemies.</li>
</ul>
</li>
<li>
<p><strong>Bots now make full use of stimulators and injectors in their inventory.</strong></p>
</li>
<li>
<p><strong>Bots will use hand gestures to friendlies instead of voicelining if those friendlies are within line of sight.</strong></p>
</li>
<li>
<p><strong>Certain equipment items provide buffs or debuffs to stealth against AI if further than 50 meters away. Will work on adding these to the description for items, and expanding on the system for easily adding new items or configuring these values in the future.</strong></p>
<ul>
<li><strong>Currently Implemented:</strong></li>
<li><strong>Tan Ulach - 7.5% faster vision speed</strong></li>
<li><strong>Blue Untar Helmet - 10% faster vision speed</strong></li>
<li><strong>Boonie Hats - 20% slower vision speed</strong></li>
<li><strong>Pilgrim Backpack - 10% faster vision speed</strong></li>
<li><strong>RAID (couch) backpack - 7.5% faster vision speed.</strong></li>
<li><strong>Any face cover - 5% slower vision speed.</strong></li>
</ul>
</li>
<li>
<p><strong>Revamped scatter system for bots based on their weapons recoil stats.</strong></p>
<ul>
<li>You can adjust this in the f12 menu. If a mod you are using lowers recoil for weapons, bots will also have reduced recoil!</li>
<li>There are additional settings available if advanced settings are enabled in the f12 menu (Checkbox at the top) but I do not recommend messing with this without some fine tuning, or bots won’t be able to hit anything.</li>
</ul>
</li>
<li>
<p><strong>Flashlight detection and blinding for bots.</strong></p>
<ul>
<li>Bots can detect your flashlight beam being shined around and will investigate, they estimate the position and the accuracy is based on distance to to the object being illuminated.</li>
<li>Bots are blinded by flashlights at close range, they will have increased recoil and slower aim speed.</li>
</ul>
</li>
<li>
<p><strong>Dynamic Lean.</strong></p>
<ul>
<li>Bots will lean based on objects around them and their enemies position, and can do so while peeking corners.</li>
</ul>
</li>
<li>
<p><strong>Weather affects bot visibility.</strong></p>
<ul>
<li>Poor weather conditions will actually have an affect on how well bots can see and how fast they see you.</li>
</ul>
</li>
<li>
<p><strong>More accurate time-of-day vision.</strong></p>
<ul>
<li>Bot vision will gradually reduce as darkness falls or increase as the sun rises. in vanilla, it changes very rapidly, but only after the sun is completely set.</li>
</ul>
</li>
<li>
<p><strong>Sound occlusion for bot hearing.</strong></p>
<ul>
<li>The distance bots can hear sounds is affected by objects between them and the source. The more objects - the higher the occlusion.</li>
</ul>
</li>
<li>
<p><strong>Gunshot audible range based on weapon caliber.</strong></p>
<ul>
<li>In Vanilla, bots hear all unsuppressed weapons at the same range. Now this scales depending on the caliber properly.</li>
</ul>
</li>
<li>
<p><strong>Subsonic ammo is quieter for bots.</strong></p>
<ul>
<li>Using a suppressor + subsonic ammo will have a dramatic effect on the range bots can hear your gunshots.</li>
</ul>
</li>
<li>
<p><strong>Rain affects bot hearing.</strong></p>
<ul>
<li>Heavy rain will reduce the range bots can hear sounds.</li>
</ul>
</li>
<li>
<p><strong>Semi-auto firemode swap for bots firing at 40+ meters.</strong></p>
<ul>
<li>Bots will automatically swap to semi auto when engaging targets at range.</li>
</ul>
</li>
<li>
<p><strong>Recoil, Ergo, Ammo-Type based fire-rate and full auto burst length.</strong></p>
<ul>
<li>How fast bots shoot is affected by their weapon stats. So low recoil guns will be fired in semi auto at a faster rate at long range, and bots will fire longer burts at close range.</li>
</ul>
</li>
</ul></div></div>
<div id="tabset-16-panel-2" class="tab-panel"><div class="tab-title">Install</div>
<div class="tab-content"><h3>Installation</h3>
<p>1) Open the downloaded .7z file in <a target="_blank" class="external-link" href="https://www.7-zip.org/" rel="noreferrer noopener">7-zip</a></p>
<p>2) Select the folders in the .7z file in <a target="_blank" class="external-link" href="https://www.7-zip.org/" rel="noreferrer noopener">7-zip</a></p>
<p>3) Drag the selected folders from <a target="_blank" class="external-link" href="https://www.7-zip.org/" rel="noreferrer noopener">7-zip</a> into your SPT folder</p>
<p>4) If you couldn’t tell, you need <a target="_blank" class="external-link" href="https://www.7-zip.org/" rel="noreferrer noopener">7-zip</a> to extract this mod</p>
<p>Demonstration Video:</p>
<p><a target="_blank" class="external-link" href="https://i.imgur.com/3N6gTe2.gif" rel="noreferrer noopener"><img src="https://i.imgur.com/3N6gTe2.gif" alt="3N6gTe2.gif" /></a></p></div></div>
<div id="tabset-16-panel-3" class="tab-panel"><div class="tab-title">FAQ</div>
<div class="tab-content"><ul>
<li>How do I install?
<ul>
<li>Just drag and drop the two folders in the downloaded zip into the folder you installed SPT to. Thats it.
<ul>
<li>If Installed correctly with BigBrain, you should see SAIN in the f12 menu while ingame, and SAIN being activated in the server when starting it.</li>
</ul>
</li>
</ul>
</li>
<li>How do I configure the mod?
<ul>
<li>Press f6 while in-game.</li>
</ul>
</li>
<li>Bots have wallhack!
<ul>
<li>They do not. Bots are hearing you.</li>
<li>The intention is that if you can hear a bot, they can hear you.</li>
<li>Stop sprinting everywhere, be aware that turning in place creates a skid noise and it can be heard by bots, just like a real player can hear it.</li>
<li>If your character makes a noise, it can be heard with only a few exceptions.</li>
<li>Bot hearing tries to simulate what a real player can hear to as close as possible, but I’m always tweaking and adjusting things.</li>
</ul>
</li>
<li>My Spawns are messed up!
<ul>
<li>SAIN does not touch bot spawns, loadouts, or anything else that isn’t explicitly listed. SAIN is purely bot behavior and actions.</li>
</ul>
</li>
<li>How do the difficulty presets work in the GUI?
<ul>
<li>The presets ONLY modify settings within the SAIN GUI. They have no impact on any other mod or what difficulty you select when starting a raid.</li>
</ul>
</li>
<li>How do I make the bots smarter?
<ul>
<li>You can’t. There is no magical button to make ai do smarter or new things, it has to be manually programmed and designed, this is a replacement AI, so anything the bots do has to be designed and built.</li>
</ul>
</li>
<li>How do I configure the mod?
<ul>
<li>Press f6 while in-game.</li>
</ul>
</li>
<li>I can’t extract the mod files
<ul>
<li><a target="_blank" class="external-link" href="https://www.7-zip.org/" rel="noreferrer noopener">7-zip</a> is required to extract this mod</li>
</ul>
</li>
</ul></div></div>
<div id="tabset-16-panel-4" class="tab-panel"><div class="tab-title">Recommended Mods</div>
<div class="tab-content"><p><strong>THIS MOD REQUIRES <a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/1219-bigbrain/#overview" rel="noreferrer noopener">BigBrain</a>. IT WONT WORK WITHOUT IT.</strong></p>
<p>**STRONGLY Recommended!: <a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/1096-looting-bots/" rel="noreferrer noopener">Looting Bots by Skwizzy</a> and<a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/1534-questing-bots/" rel="noreferrer noopener">Questing Bots by DanW</a></p>
<p><strong>Another two mods there is no reason not to use, these gets bots moving into new areas and makes them far more life like.  Other fantastic mods:<br />
<a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/606-spt-realism-mod/" rel="noreferrer noopener">Realism Mod by Fontaine</a><br />
<a target="_blank" class="external-link" href="https://hub.sp-tarkov.com/files/file/878-swag-simple-wave-ai-generator/#overview" rel="noreferrer noopener">Nooky’s SWAG+Donuts (Bot Spawn Mod)</a><br />
and a bunch more I need to add here</strong></p></div></div>
<div id="tabset-16-panel-5" class="tab-panel"><div class="tab-title">Got Issues or Errors?</div>
<div class="tab-content"><p><strong>Report issues or bugs to here: <a target="_blank" class="external-link" href="https://github.com/Solarint/SAIN/issues" rel="noreferrer noopener">SAIN Github Issue Tracker</a></strong></p>
<p><strong>Any issues must include a full list of your server and client mods, the version of SPT you are playing on, and either your Bepinex/LogOutput file or an exact description of the issue you are experiencing and the context of when it occurred. Just telling me “its broken” is not helpful what so ever.</strong></p></div></div>
<div id="tabset-16-panel-6" class="tab-panel"><div class="tab-title">Mod Compatibilty + Known Issues</div>
<div class="tab-content"><p><strong>Incompatibilities:</strong></p>
<ul>
<li><strong>ANY mod that modifies AI brain types will cause issues.</strong></li>
<li><strong>Better Spawns Plus - Incompatible - Modifies bot brain types for some reason.</strong></li>
<li><strong>No Bush ESP - Incompatible - Already implemented into SAIN.</strong></li>
<li><strong>No Grenade ESP - Incompatible - SAIN requires bots to see grenades or hear the pop from them to react.</strong></li>
<li><strong>No AI ESP - Implemented into SAIN. Do not use.</strong></li>
<li><strong>No Boss PMCs - Incompatible - SAIN requires different brain types than No Boss PMCs uses</strong></li>
<li><strong>Separate Hostility - Incompatible - Causes exception spam. Do not use.</strong></li>
</ul>
<p><strong>Known Issues:</strong></p>
<ol>
<li>Bots will sometimes get stuck in healing animations</li>
<li>Bots will sometimes vault into places they can’t get down from. (Mostly resolved in recent versions, but can still happen sometimes)</li>
<li>Sometimes random stuff in EFT code becomes null, and causes sain code to throw errors.</li>
<li>Bots can do some stupid stuff sometimes, always working on it but creating code for every possible situation is difficult.</li>
<li>Bots sometimes spin in place when trying to look to where they are trying to run, probably just need to adjust some distance thresholds to fix this.</li>
<li>Bots like to crouch every time they start shooting a target that appears</li>
<li>Bots hear gunshots/footsteps from way too far while in areas like the Reserve bunker</li>
<li>Bots don’t take into consideration bodies in the place they are trying to search (will take a lot of rework and a new system to fix this)</li>
<li>Tarkov is cursed and made of spaghetti code.</li>
</ol></div></div>
<div id="tabset-16-panel-7" class="tab-panel"><div class="tab-title">Performance + Stuttering</div>
<div class="tab-content"><p><strong>If you experience stuttering on interchange/reserve. This is not caused by SAIN.</strong></p>
<p>It’s an EFT issue from their new audio changes. There is nothing I can do it about it.</p>
<p>It happens even on live.</p>
<p>This mod is built from the ground up to maximize performance in any way I can.</p>
<p>Performance tests show little to no difference from vanilla.</p></div></div>
<div id="tabset-16-panel-8" class="tab-panel"><div class="tab-title">Support the Project</div>
<div class="tab-content"><p><strong>I have a Patreon if you want to support my work. I am unemployed and a student, but I am working on this project full time 12+ hours a day, every day, and have been for over 4 months now. Every dollar helps!</strong></p>
<p><a target="_blank" class="external-link" href="https://www.patreon.com/Solarint" rel="noreferrer noopener">Link to Solarint’s Patreon</a></p></div></div></div>
<p>**HUGE Thanks to everyone in the Discord who helped test the Alpha builds of 2.0. Ya’ll are the only reason this mod works as well as it does!</p>
]]></description><category>Bots</category><dc:creator>Solarint</dc:creator><pubDate>Thu, 09 Mar 2023 02:46:50 +0000</pubDate><enclosure url="https://forge-static.sp-tarkov.com/mods/1062.jpg" type="image/png" length="0"/><dc:date>2026-04-01T17:47:37+00:00</dc:date><dc:identifier>v4.4.2</dc:identifier></item></channel></rss>