I don't have this mod but once in Counterfeit (Crime Spree) Jimmy followed in casing mode, that never happened to me before, but it was cool haha he didn't do anything tho.
Known issue of base game, bots aren't initialized correctly after another players has left. FSS has this fixed where possible (some cases like Four Stores are just made so there is no simple fix). And it's not cool when said bot breaks a window to follow and triggers the alarm; Keepers handles that part correctly.
I was just using the bot on bank heist. Well sometimes they go back to idling after I run away from escape/secure loot zone too fast. Requiring me to summon them again.
Oh, I see, your bots must have go through the spawn area again: it sets the initial objective saying "go there and idle using some animation". It shouldn't be too hard to prevent.
I updated the mod and downloaded the correctly needed things to work the mod, but in stealth I use the key to bots put his mask and else, but nothing work
As written on mod's page: "By default, you must hold that key for 0.5 sec to prevent waking up a bot by mistake but you can turn this delay off in the options menu."
Hi! I have a question. If I play loud, the mod works great, but during stealth missions Team AI doesn't want to wake up. They just stand still and do nothing (as in an unmodified game). Thank you in advance for your reply
@@TdlQ Also. Mod suggestion: Make A.I be able to fix the drill, But have a longer interaction time than human players. ((15 seconds.)) And also make it so they take extra damage during that, so you can't just use them to be an objective meatshield.
@@lmaoxy1423 They have been able to interact and fix drills for years. Interaction times are the ones used for players, there's no real gameplay improvement to increase them. It already takes a bit of time for player to: - set a waypoint, - choose which bot to send, - eventually pick another as reinforcement since going alone is very likely to fail unless you play on lowest difficulty levels, - and issue all corresponding orders. It honestly doesn't look like an appealing option at all. But since it's really easy to implement, I'll add an option to set a multiplier that will be applied to default timers. Regarding extra damage, no.
Hey man, love your work. Just one dumb question, what is the secondary interaction button? I've been holding every button in the controls and nothing happens. Is there a setting I need to change first? Thanks in advance. :)
It's Controls>Edit keys>Stop AI (I keep calling it secondary interaction because that's how it is named in sources but... It was clearly written on mod's page! ;) ).
@@TdlQ Thank you for your fast response. Yes, I read it on the mod page, and I have it mapped (H), but I keep holding (H) and nothing happens. Might reset the controls to default and see how it works with the default (Z). Edit: So I changed the controls to default and nothing happens while holding (Z). I removed all my mods, thought maybe one of them is conflicting, and still nothing. :( Not sure what to do next. I tried looking in the lua files to change the key-bind but I couldn't find it.
@@gokuss4298 So one of your mods is blocking the call. Also regarding this control, I've planned to -at least try to- use the "hold key for a certain amount of time" feature (like what's used to enable night vision).
There are ways to hide your mods more or less, but trying to hide makes it look worse imo. Also, what kind of teamplay do you expect from idiots who draw quick conclusions with no understanding of stuff involved? It's certainly not a big loss for you.
@@thanhtrung8753 If by paper you mean pager, then Keepers can do that: order a bot to put his mask on, put a waypoint on the dead guard and shout at your masked bot so he interacts with the pager.
this will become handy in no mercy stealth thanks!
I don't have this mod but once in Counterfeit (Crime Spree) Jimmy followed in casing mode, that never happened to me before, but it was cool haha he didn't do anything tho.
Known issue of base game, bots aren't initialized correctly after another players has left. FSS has this fixed where possible (some cases like Four Stores are just made so there is no simple fix). And it's not cool when said bot breaks a window to follow and triggers the alarm; Keepers handles that part correctly.
@@TdlQ Jimmy was just walking like when they walk to get in a position to wait for assault to start, without being able to be detected.
0:42
This is hilarious
Just runs in guns blazing and shoots everyone
Stealth done right, imho.
I was just using the bot on bank heist. Well sometimes they go back to idling after I run away from escape/secure loot zone too fast. Requiring me to summon them again.
Oh, I see, your bots must have go through the spawn area again: it sets the initial objective saying "go there and idle using some animation". It shouldn't be too hard to prevent.
I updated the mod and downloaded the correctly needed things to work the mod, but in stealth I use the key to bots put his mask and else, but nothing work
As written on mod's page: "By default, you must hold that key for 0.5 sec to prevent waking up a bot by mistake but you can turn this delay off in the options menu."
The secondary button does absolutely nothing for me. Rest of the mod works fine, but not this. I tried to use another button, but does just not work.
Are you aware of the "UPDATE" part of the video's description?
Hi! I have a question. If I play loud, the mod works great, but during stealth missions Team AI doesn't want to wake up. They just stand still and do nothing (as in an unmodified game). Thank you in advance for your reply
If you're doing as written in description, then it has to be some mod compatibility issue (since it works for me).
@@TdlQ I only use T-PACK mods
@@psychedcorpsefr So it should work as described.
@@TdlQ Yes it should, but won't lol
@@psychedcorpsefr Both settings to wake up the bots work, so the problem seems to be on your end only.
Still updating this golden mod? EPPIICCC
With 14 updates of Keepers since I switched to Simple Mod Updater in February, I think I can answer positively.
@@TdlQ Also. Mod suggestion: Make A.I be able to fix the drill, But have a longer interaction time than human players. ((15 seconds.)) And also make it so they take extra damage during that, so you can't just use them to be an objective meatshield.
@@lmaoxy1423 They have been able to interact and fix drills for years.
Interaction times are the ones used for players, there's no real gameplay improvement to increase them. It already takes a bit of time for player to:
- set a waypoint,
- choose which bot to send,
- eventually pick another as reinforcement since going alone is very likely to fail unless you play on lowest difficulty levels,
- and issue all corresponding orders.
It honestly doesn't look like an appealing option at all. But since it's really easy to implement, I'll add an option to set a multiplier that will be applied to default timers.
Regarding extra damage, no.
Hey man, love your work.
Just one dumb question, what is the secondary interaction button?
I've been holding every button in the controls and nothing happens.
Is there a setting I need to change first?
Thanks in advance. :)
It's Controls>Edit keys>Stop AI (I keep calling it secondary interaction because that's how it is named in sources but... It was clearly written on mod's page! ;) ).
@@TdlQ Thank you for your fast response.
Yes, I read it on the mod page, and I have it mapped (H), but I keep holding (H) and nothing happens.
Might reset the controls to default and see how it works with the default (Z).
Edit:
So I changed the controls to default and nothing happens while holding (Z).
I removed all my mods, thought maybe one of them is conflicting, and still nothing. :(
Not sure what to do next. I tried looking in the lua files to change the key-bind but I couldn't find it.
When you tested, you were the host, right?
@@TdlQ Yes. I also tested offline.
It works fine with my mapped "Stop AI" button (H) during loud, but not stealth.
@@gokuss4298 So one of your mods is blocking the call. Also regarding this control, I've planned to -at least try to- use the "hold key for a certain amount of time" feature (like what's used to enable night vision).
Hi dude
Do you have a mod that deletes the chat "The player has a mod" from the chat section?
most people think it's cheating and kick or ban
There are ways to hide your mods more or less, but trying to hide makes it look worse imo. Also, what kind of teamplay do you expect from idiots who draw quick conclusions with no understanding of stuff involved? It's certainly not a big loss for you.
@@TdlQ Can you tell me how it's done?
@@TdlQ dude?
A friend of mine was asking, which button you used to ping that location at 0:13
It's pd2mods.z77.fr/goonmod_custom_waypoints.html
why I cant do that so sad :(((
It's up to you to find which mod you're using that has an incompatibility.
@@TdlQ oh soo do you have any mod can call bot answer paper ?
@@thanhtrung8753 If by paper you mean pager, then Keepers can do that: order a bot to put his mask on, put a waypoint on the dead guard and shout at your masked bot so he interacts with the pager.
@@TdlQ oh thx
this mod make crash game
Works fine for me. Issue is on your end only.