Warhammer: End Times - Vermintide

Warhammer: End Times - Vermintide

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Different Bots
By Xq and 1 collaborators
Guide on how to install & use the Different Bots mod for End Times - Vermintide.
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About this mod
Different Bots is a bot modification for End Times: Vermintide. It is designed to replace the original bot modification in Quality of Life (QoL) modpack and as such it requires QoL if used as is. The QoL's original bot file was also used as a base that was expanded when creating this mod.

The goal of the bot modification is to provide human players a possibility to play the game in full team of competent players even if other human players are not available. The mod vastly improves the combat capabilities of the bots as well as adds many general improvements regarding the bot's item handling, capability to follow, and to some extent positioning. The bots also try to adapt to the performance level of the host / humans in the lobby - no more hard carry from them if human(s) doesn't contribute at all, even on easiest difficulty.
Installing the bots
To use the bot file, you need to first download & install the Quality of Life Modpack. Information about the modpack can be found here:

https://steamproxy.net/sharedfiles/filedetails/?id=1090355288

Please note that the bot file hasn't been tested or specifically designed for other mod platforms. While it doesn't necessary mean it couldn't work on another mod platform, its functionality there is not guaranteed.

Once you have the QoL modpack installed, you can verify that its functioning correctly by starting the game and checking the in-game settings. There should now be "mod settings" menu as well and some options under that. If mod settings is missing then there is something wrong with QoL's installation.











The bot file is shared through an open steam group though you need to join on order to view the file releases forum. Below you can find a link to the group.

Different Bots steam group

In the group the file links are shared as pastebin links under the file releases forum. In pastebin, you don't need to copy-paste the source shown on the screen, instead you can and should just click the download button and save the BotImprovements.lua file as is.

Now, to install the file, first close the game if its running. Then navigate to folder:

steamapps\common\Warhammer End Times Vermintide\binaries\mods\patch

In that folder, you should see several .lua files. Find "BotImprovements.lua" among the files and replace it with the file you downloaded from pastebin.

Congratulations, you have now installed the Different Bots.

Important, if you want to back-up the old bot file, please don't store the backup in the patch folder. If you want to keep the backup in relatively same location then please create a new subfolder with a name of your choice (such as "backup") and store the old file there. Other option is to change the old file's extension from .lua to .bak / like but its simpler to just not store the backup in the original folder. This is because the modpack processes all .lua files in that folder and the new bot file will cause conflicts / unpredictable behavior if its active along with the old file.

Configuring the bots
Many of the bots' configuration options are inherited from QoL's original bot file, but there are several new additions as well. This section aims to provide better explanation on what the added options do in-game.

In order to access the bot settings, while in-game hit Esc key and click Options from there. On the options screen there is the "Mod settings" button which activates the appropriate view. This view allows configuring all QoL's options, including the bots. The image below shows the Mod settings view with the "Mod settings" button itself highlighted.

The Bot settings are under "Bot improvements" drop down that is also shown in the image. Now we get to the actual settings..







Bot improvements enabled
When "Off" this setting disables most of the bot changes made by the file to vanilla bots. While some of the changes still remain active, the performance of the bots with this setting "Off" should correspond to that of the vanilla bots.

Choose Least Preferred Bot
Instead of just choosing between Victor / Sienna, this option allows you to select the bot you do NOT want to see in the game.

Improved Bot Melee Choices
This option allows one to turn off all melee and combat positioning related changes the bot modification provides.

Aggressive Melee Behavior
By default the bots start defending immediately the moment the normal rats start their attacks. These attacks don't deal damage immediately though. This setting gives the bots some allowance to launch attacks against regular rats even if they have started their attack animation.

Allow bots to use crowd control attacks
When this setting is "On", the bots will try to use charged attacks with shields and two-handed hammers against thick rat groups in front of them. With the setting "Off" the bots will use light attacks instead. there is also separate setting points to enable/disable this feature for shields / two hand hammers specifically.

Killing Blow Against Armor
With this setting "On" the bots always use their light attacks against armored targets if their melee weapon has "Killing Blow (Normal Attack)" trait. The trait must also be unlocked on the weapon for this setting to take effect.

Improved Bot Ranged Behavior
When "On" the bots' general aggressiveness and aim speed with ganged weapon is greatly increased. This also allows bots to use charged ranged attacks with many of the weapons with which bots can't use charged attacks by default.

Conserve Sniper Ammo
With this setting "On", if the bot is equipped with sniper type ranged weapon, such as handgun or trueflight longbow, the bot will not shoot or target regular rats with ranged attacks. Instead the bot prioritizes using ranged attacks against specials and stormvermin.

Bots Always Pass Draughts to Humans
This setting will force the bots to pass on healing draughts to human players regardless of health values. By default the bots pass draughts to players / other bots with healshare trinket equipped or when the other player / bot is missing enough health to trigger passing the heal.

Bots attack breakable objectives
With this setting "On", the bots will attack any breakable mission objective, such as chains in Man the Ramparts, after the said objectives have taken any damage from humans / bots. There is also a slider setting to define a health threshold (percentage) below which the bots stop attacking the objective. Note! The The bots don't launch any new attacks to the objective when its below the threshold, but any attack they already started will be finished and thus the objective usually takes some damage from such hits when its below the health threshold.

Defend mission objectives
With this setting "On" instead of following the player the bots stand on fixed positions around defense objectives, such as wells in well watch or generators in summoner's peak. This only happens if the player(s) the bots are following is close enough to the objective themselves. There is also an option to enable a hotkey for the host to quickly toggle the fixed positions on / off which is useful in a situations such as when a generator is about to blow up or globadier gets a throw in to the objective area.

Warning on Bot Guard Break
With this setting "On" a warning line is printed to the in-game chat whenever a bot gets its guard broken. There is also a setting to make this warning a global message visible to all players in the lobby instead of just to the host. Guard breaks happen when a bot blocks an attack without sufficient stamina to do so. As a result the bot's guard is broken and it is locked to the guard break animation, effectively stunned for a moment.

Bot performance reduction
This setting group is mainly intended for those who want to manually reduce the effectiveness of their bots.
- The group allows you to define performance maximums on fields of general melee, general ranged, and special enemy handling.
- Bots ignore special pings stops the bots paying any extra attention to special enemies pinged by the players.
- Reduce ambient shooting, stops the bots automatically trying to shoot every ambient rat that they have line of sight to and is in range. This one is turned on by default.
Bot gear discussion
Melee weapon choices:

Some general notes about the bots' melee performance:

Bots are competent with all melee weapons and they do block cancel to use the most efficient attack combos. Bots rely on block and push to defend, so a low stamina weapon like falchion or dual daggers will make bots more vulnerable to hordes. Putting one control weapon (shield, 2h hammer, etc.) in the team in general improve bots' melee performance because other bots can spend less time blocking and pushing. Melee weapons with armor-piercing light attacks can help the bots to kill stormvermins quickly. A bot with slow block move speed weapons occasionally has a hard time following the team if they are at the end of the team and harassed by rats. (It is advised to turn back and help the bot in that situation.)

As for traits, it is suggested to put at least one stamina trait on the melee weapon. Notably the Second Wind trait that prevents the bots from taking damage spike when they get guard break, and regain stamina when guard break happens. Perfect Balance also improves the general defense of bots. Improved Pommel can be put on shields or other melee weapons with larger push radius. Devastating Blow allows the bot to stop stormvermin attacks and thus prevents the team from taking collateral damage. (Vernon: I tried Improved Guard on bots and it doesn't work very well, as the bots tend to push large amount of attacking enemies instead of blocking them. I never tried Endurance except on red axe and shield.) Scavenger helps to keep bots' ammo high for special sniping and ogre DPS etc. Earthing Rune Normal can be put on Sienna bot if she is using 1H Sword or Flaming Sword to help her vent. Backstabbery is almost a dead trait because bots don't try to flank the usual rats but it might help with ogre DPS occasionally. A bot with Heroic Killing Blow will try to attack ogres with melee charged attacks so it can be useful in last stand. Last but the most are the obvious healing traits Regrowth and Bloodlust to keep bots to recover from damage.

There is a setting to allow bots attack breakable objectives with melee weapons. If the breaking speed is a concern (e.g. in the River Reik map), melee weapons with high single target damage can be used on bots to speed that up.

Ranged weapon choices:

Some general notes about the bots' ranged weapon usage:

Bots can shoot very accurately when they decide to shoot the target. That makes them very good at using sniper weapons or weapons that require headshots. On the other hand, at the moment bots don't use AOE ranged weapons very well as they target individual rats instead of cluster of rats, and DOT based weapons such as hagbane swiftbow makes them spend more than enough ammo to kill the target.

Bots with non-sniper type weapons will shoot trash rats, while those with sniper type weapons shoot only pingable enemies (if the setting is on). No matter which type of weapons they have, they will reserve the last 50% of total ammo for specials and ogres only.

Bots will reload when they are not close to any threat. They don't position behind teammates and always switch to melee to protect themselves, so they struggle to reload in an intense horde fight, e.g. when onslaught mod is enabled. As a result, weapons that don't require reloading or have short reload time work better on bots. A team of bots can be equipped with weapons with mixed reload speed and fire rate, so that the faster bot can cover the gap of firepower, but it is not necessary.

At the moment bots don't vent with heat based weapons at all, so Channeling Rune is a dead trait on bot gears. On Sienna bot, Earthing Rune Normal trait can helps her to vent.
After Release 2, bots can vent with heat weapons (if the host enables it), so Channeling Rune can be very useful.

Bots currently use ranged weapons for ogre DPS regardless of how effective it is in practice. This behavior might be changed in later updates. In any case, the bots prioritize other targets over the ogre so the ogre DPS is not a high priority in bot gear selection.

For traits, Scavenger is suggested on non-sniper type weapons to maintain ammo sustain on bots. Ammo Holder can be used on both sniper and non-sniper type weapons, and it is even more effective when it can increase the ammo gain from the Scavenger trait. Stability is the equivalent of these ammo traits on heat based weapons. As bots can achieve headshots quite reliably, Hawkeye is a good trait to boost their damage potential and special killing ability on certain weapons. For the same reason Inspirational Shot can also be activated pretty frequently. Mastercrafted Reload helps bots to reload more readily and kill several targets in shorter time. Rupture can help killing hordes but not when bots are shooting at ambient rats, so it is rated to have lower priority. Skirmisher and Targeteer do not help their accuracy much in my experience, as the bots are already accurate enough without them.

Trinket choices:

About healshare trinket:

Because of the better item handling described below, only one healshare trinket is needed in the team if it is equipped on a bot, as the healshare bot will hold onto the healing item. (There is also the situation that somebody joins and takes over the healshare bot. In that case the host can consider putting 2 or more healshare trinkets in the team.)

Beware that, because healing commands work the same as in QoL, you need to hold the command button for 2 seconds to order the bot to use a medkit. It would be difficult to do when the host is fighting. It is adviced to let the bot keep healing draught so the host can order the bot to drink more easily (still risky when the bot is close to some rats), or a human player can take the healshare trinket him/herself if the host is not confident in multi-tasking.

Others:

- Poison gas protection trinket is always suggested in higher difficulty, as bots don't leave the gas cloud if they are engaged in a fight inside it, or for many other reasons.
- Lichbone is an obvious choice when the team does full book runs.
- If the bots are set to ignore Ratling Gunner bullets, the Gunner protection trinket is suggested on all bots because gunners are one of the few enemies that can kill a bot with full HP.
- Taurus trinket allows the downed bot, who has 3 item carry slots and might be carrying a grimoire, to survive for longer; it also gives other team members more distraction time in dire situations.
- Bonesaw trinket can allow bots to revive players faster, which is especially useful if there are only 1 (or 2) human players, as the survivability of the human players determines whether the run is a win or loss; it also reduces the damage taken by the bots if they decide to revive someone in a gas cloud.

- Currently any potion and bomb related trinkets and the luckstones have no effect on bots.
- Hand of Shallya (Dove) trinket doesn't work ideally in the situation that the best thing to do is for a bot to heal another bot: currently the bots will prioritize using the healing item on themselves instead of using it on another bot, and there is not a command to force a bot to heal another bot.
Sample loadouts
From this we get to the sample loadouts. These loadouts are something that have been seen to work in-game, but it doesn't mean other combinations couldn't work. Feel free to experiment yourself too!

Kruber
Sword and Shield - Regrowth Normal/Charged, Scavenger, Improved Pommel (depending on CC attack setting)
1H Sword - Regrowth Normal, Second Wind, Scavenger / Devastating Blow
2H Hammer - Bloodlust, Devastating Blow, Improved Pommel / Second Wind
Repeater Handgun - Scavenger, Ammo Holder, Extra Capacity / Rupture / Bloodlust / Mastercrafted (reload)
Handgun - Mastercrafted, Ammo Holder, Hawkeye / Scavenger

Sienna
1H Sword - Regrowth Normal, Second Wind, Devastating Blow
1H Sword - Bloodlust, Earthing Rune Normal, Second Wind
Beam Staff - Regrowth, Hawkeye, Channeling Rune
Bolt Staff - Bloodlust, Channeling Rune, Stability / Hail of Doom / Inspiration Shot
Fireball Staff - Regrowth, Haste, Channeling Rune
Conflagration Staff - Regrowth, Haste, Channeling Rune

Sienna bot doesn't use conflagration staff to control hordes as well as humans but it can offer some ogre damage. Sienna bot only uses the bolt staff when she has line of sight to the target, but the tracking bolt helps with killing ambient rats and hordes.

Bardin
Axe and Shield - (Red) Bloodlust, Perfect Balance, Endurance
Axe and Shield - Bloodlust, Improved Pommel, Swift Slaying (Normal / Charged) / Devastating Blow
Pick - Regrowth Normal, Second Wind, Devastating Blow
1H Hammer - Regrowth Normal, Second Wind, Devastating Blow
2H Hammer - Bloodlust, Devastating Blow, Improved Pommel / Second Wind
Drakefire Pistols - Regrowth, Haste, Channeling Rune
Handgun - Mastercrafted, Ammo Holder, Hawkeye / Scavenger
Crossbow - Mastercrafted, Ammo Holder, Hawkeye / Scavenger

Kerillian
1H Sword - Regrowth Normal, Second Wind, Scavenger / Devastating Blow
Glaive - Bloodlust, Second Wind, Swfit Slaying Normal / Devastating Blow
Longbow - Hawkeye, Scavenger, Ammo Holder / Mastercrafted
Swift Bow - Hawkeye, Scavenger, Hail of Doom
Trueflight Longbow - Hawkeye, Mastercrafted, Ammo Holder / Scavenger
Hagbane Swift Bow - Haste, Scavenger, Ammo Holder

Kerillian bot doesn't use trueflight longbow and hagbane swift bow as well as humans. Kerillian bot only uses the trueflight longbow when she has line of sight to the target, and it is in general slower and less damaging than the longbow. She doesn't take the DOT effect of the hagbane swiftbow into consideration and keeps shooting until the target is dead.

Saltzpyre
1H Axe - Bloodlust, Second Wind, Devastating Blow
Falchion - Bloodlust, Second Wind, Devastating Blow
Rapier - Bloodlust, Second Wind, Devastating Blow
Brace of Pistols - Rupture, Haste, Scavenger
Repeater Pistol - Rupture, Scavenger, Extra Capacity / Ammo Holder / Bloodlust / Targeteer
Crossbow - Mastercrafted, Ammo Holder, Hawkeye / Scavenger
Volley Crossbow - Extra Capactiy, Hail of Doom / Skullcracker / Mastercrafted / Scavenger / Ammo Holder

If your Saltzpyre bot runs out of ammo often and if you are confident in him not taking too much damage, you can put Regrowth Normal, Scavenger, Second Wind on his melee weapons.

Trinkets for bots for grimoire maps:
- Lichbone, Poison Gas Protection, Healshare
- Lichbone, Poison Gas Protection, Gunner Protection
- Lichbone, Poison Gas Protection, Taurus
- Lichbone, Poison Gas Protection, Bonesaw

Trinkets for bots for non-grimoire maps:
- Poison Gas Protection, Healshare, Gunner Protection
- Poison Gas Protection, Gunner Protection, Taurus
- Poison Gas Protection, Gunner Protection, Bonesaw

Trinkets for humans (regarding team effects) :
- Potion Share / Bomb Radius / Healshare / Bonesaw
Behavioral changes
Aside from general combat changes, this mod also changes the bots' behavior in some situations.

Item handling
The default bots pick up items automatically, as long as no human player has an empty slot for that item, and the bots don't care if the item is pinged or not. But, by default bots also prioritize fighting over picking up stuff so they may sometimes be reluctant to pick up stuff if they have detected enemies nearby.
- The QoL bots already pick up pinged items but that functionality has been extended in this mod by allowing the bots to swap their potions, bombs, and heals to the pinged one if they can pick it up. For example, say two of the bots are carrying speed potions and one is carrying a strength potion. If you ping a strength potion that is on the ground then one of the bots carrying speed potions will swap their potion to the strength potion you just pinged. The same logic applies to frag / fire bombs. In short, as long as all humans have an item in the appropriate slot already and there is a bot that is close enough and can pick up the pinged item, then the pinged item will be picked up.
- Healing items follow a more complex logic regarding which bot gets to pick them. Generally, bots with healshare trinket try to carry draughts, bots with dove of Shallya trinklet get priority on picking up medkits. Grim carriers also get higher priority over non grim carriers and hurt bots over less hurt bots (with specific thresholds). Also, if the setting to keep tomes is on, a bot carrying a tome won't pick up pinged heal unless its sufficiently damaged. Some event areas have exceptions to this though, in which swapping tome for pinged heal is allowed even with full health. Generally, the logic tries to ensure that the bots who need it most or can use the heal best, get the pinged heal.
- Ammo, if its an ammo crate, gets picked up when pinged by every bot in range. If its a consumable ammo pickup then the bots pick it up when pinged given that there is two or less humans using ammo-based weapons in the team.
- Note regarding consumable ammo pickups. Ideally, the bots should check the amount of ammo humans in the lobby have, but this information is not transferred between the host and the clients by default, so its availability for all the players in the lobby can't be guaranteed. The mod's logic was put in place as a compromise between bots picking up ammo unintentionally and the ability to have the bots pick up consumable ammo in the first place.
- Note regarding bots picking up pinged items. Bots don't move towards items just because they are pinged. While the bots do pick pinged items if they can, they need to be close enough to the said items. The player may thus need to "guide" the bots to items by moving there and having the bots follow them to the location.

- Warning: When 2 or more bots try to pass items to a human, there is a possibility that only 1 item is passed to the target player while 1 item is dropped to the ground. It is possibly caused by the ping (network delay) of the client player. As we don't know the exact reason for that, it can also happen when bots pass items to host or other bots. In any case, just look around to see if any item is dropped to the floor when bots pass items. (Well, you can also try to make the team drop items at a designated location this way...)

Ogre fighting
This topic could be seen to fall under general combat changes, but maybe more elaborations are needed. Vanilla and QoL bots fight the ogre in a way that the bot that has the ogre's aggro flees directly away from it, while the other bots try to engage the ogre in melee without caring too much on flanking or other enemies.
- With this mod, the bot that has the aggro tries to dodge the ogre's attacks while the other bots try to either shoot the ogre or flank it in melee. Also when an ogre approaches from a distance, instead of melee rushing it, the bots now stand by the player and try to shoot the ogre until it gets close enough.
- Regarding other enemies around, the bots that don't have the ogre's aggro try to give more priority killing off other targets instead.
- Kiting the ogre, if a player or bot gets downed and the ogre is standing near, the bot that has the ogre's aggro tries to kite the ogre away from the downed to allow revive. The bot that has ogre's aggro also tries to kite the ogre if there is too many rats around the bot. Still, the kiting behavior is the same as the flee behavior in the vanilla / QoL bots so keep in mind that the bots may end up getting cornered when they try to kite ogres.

Bots following players
In order to reduce situations where bots get stuck and don't follow, this mod allows bot to teleport a bit more freely. During combat the bots are also forced to stop fighting and follow the player when the player gets far enough away from them. When forced to follow like this, they are still allowed to push and if needed, fight targets that are right in front of them to reduce situations where they get body blocked by few rats standing in the way. The follow positions have also been changed so that instead of forming a single row, bots take positions around the followed player. Also, unless they are busy fighting, they try to stay away from the players aim line in order to reduce situation where the bots stand in the way when player is sniping a far away target.

Bots avoiding patrols
Vanilla and QoL bots already don't directly target patrol stormvermin while they are in their non-aggroed state. Yet, they don't check their firing lines when shooting other targets that bay be between them and the patrol. Thus with piercing weapons, they may end up hitting the patrol rats when they shoot something else and the piercing shot hits a patrol rat marching on the background. This mod changes that so that the bots avoid shooting any targets if there are non-aggroed patrol rats behind the target they are targeting. This includes special enemies, so if a patrol is somewhere in the background, any shooting required need to be done by the human(s) in the team. Do note that trueflight longbow's and bolt staff's attacks may still end up hitting patrol rats unintentionally due to those being both piercing and seeking.This is due to the shot ending up seeking one of the patrol rats even though there was sufficient clearance between the intended target and the patrol to allow the bot to make use the ranged attack.

Last stand behaviors
In last stand mode, bots will not attack the last stormvermin in a wave if the situation is safe, in order to delay the end of the wave so the team can revive players, pick up items, move back to holding spot etc.
General tips
General tips regarding the bot management

- Specials handling (=ping the specials)
- Paths to avoid (such as the jumping shortcut in waterfront pillar warehouse)
- (This has a section under behavior changes, but maybe a word or two about the bot movement / re-positioning with them under pressure, if enough to write to warrant a section here)
- Trinkets, what works, what doesn't.
- Last stand tips (if any comes to mind).
- Other ideas?



General bot herding tips

- Bots try to support and fight along you, however, as mentioned, they stop doing so if the humans in the team don't give an effort to the vermin problem. Keep fighting and mind the specials and the bots will do so as well.

- On last stand maps, bots can pick consumable ammo even without it being pinged if they are fully out of ammo themselves. Keep that in mind when planning on ammo use. Also, on that map the range at which the bots grab pinged items is reduced heavily to prevent them picking up pinged stuff from cages while they are still closed.

- The bots follow the human they have decided to follow. This can be forced to always be the host (when alive) from the in-game settings. The bots don't move to a defensible position on their own when a horde starts so its up to the human to lead them to corner / etc. where they can't be surrounded so easily. That being said, even if the bots are set to follow the host, they may still linger bit further away to not abandon another nearby human. Thus if multiple humans are in the team, the best is if all humans move to good defensible spot. When the humans move far enough away, the bots are forced to stop fighting and follow. While in this state they still push rats away and are allowed to attack if a rat is standing on the way. Sometimes if the repositioning has to be done when already partially surrounded by rats, the bots may end up running out of stamina while following. In this case some assistance from conflag staff, hagbane, or a bomb makes their task to follow much easier.

- These bots are allowed to use teleport much more freely to follow the player and not get stuck. Despite this, there are some paths that should be avoided when the bots are following you. Some of these paths have been listed below..
>> On all maps, when bots need to jump over gaps, they often fail the jump if harassed by enemies. They hold block while following and this drops their movement speed too much for them to make the jump. Keep it in mind if kiting enemies with bots.
>> Also on all maps, if bot(s) get stuck on something and don't move, just move further away from them. Too many enemies near them block them from teleporting, but if that's not the case they'll teleport to you when you get enough distance to them. This is very notable when going to get the first grim in castle drachenfels. Bots tend to have hard time jumping over the railing, but if you move to about where the grim is, the bots will teleport to you unless blocked by enemies.
>> In waterfront / pillar warehouse. You can get to the exit's side by jumping on the hanging cages but bots often fail this jump. Its safer to use the bridge on the bottom floor when leading bots.
>> In Khazid Kro, this one is not common, but when going after the second grim bots can sometimes get stuck in a loop where they fail the jump away from the grim location, fall done and take some fall damage, climb back up and fail the jump again and keep repeating it. If this happens, the best action is to move out of the area as fast as possible so the bots teleport away from there based on distance to the player.
>> In courier, there is a common jumping shortcut down from the tower that skips the outer spiral staircase. Bots often end up taking lots of fall damage or dying when they try to follow you with this jump. If you are leading the bots, its safer to use the stairs instead of the jump.
>> In Black Powder, if you jump across the broken bridge, the bots will take the long way around.
>> In garden of morr during the cauldron event, the bots may get stuck on the ladders leading to the left hand side top chain.
>> others spots?

- In an alone ogre fight, the bots should have no problem protecting themselves and hold ogre aggro for players to safely damage the ogre. The bots can still get cornered by the ogre and unable to find the way out, so it is advised to fight ogre in an open space without cliffs (as is the strategy with a human team). If a bot does get cornered and the ogre is not dying soon or changing aggro soon, an explosive bomb can be used to stagger the ogre and save the bot.

- In an ogre plus horde fight, the bots will prioritize the other enemies first so they won't do much ogre damage until the place is cleared. If the ogre has to be quickly dispatched, the human players should bring ogre killing weapons themselves.

- If bots insist to stand in the gas cloud killing rats, you can throw a bomb to kill the rats inside gas cloud so the bots will leave it sooner. This can also be done as a precaution if you see bots and rats standing at the landing spot of the globe.
Credits
Special thanks to..

Creators of Quality of Life Modpack and its associated mods. Without this package I wouldn't have gotten into modding in the first place. Thank you for your efforts to Vermintide.

VernonKun for providing lots of ideas and the huge work he has done with testing the bots and recording the test runs during development.

Zaphio for providing ideas and helping me out with lua & getting started with modding.


Also thanks for testing & feedback (alphabetic order)..

endrsgm
Karl Power
MistLight
nesya
Són
SUMER
Willow
16 Comments
Tear My Soul 1 10 Oct @ 11:41am 
I just installed this today, can't wait to try it out. Reading the comments and mod description has hyped me up a lot. In addition to the QoL this feels like a fresh game to me : D
Xq  [author] 25 Jun @ 11:52am 
Hi there. I won't go too much into details, but generally the bots have set goal for dealing / taking damage. If you as a human do more damage, so do the bots. If you as human start to take in lots of damage, so do the bots. They are not perfect though so you taking zero damage doesn't guarantee them to be able to take zero damage, but in that scenario they won't take any damage on purpose. During sack / barrel / statue carry missions you are also mostly excused for doing less damage as long as you're doing the objectives by carrying the stuff (bots don't carry the objectives).

In general the bots should work fine on nightmare. I don't know your playstyle, but in case you're very mobile, the bots may end up being too busy trying to follow you and get swarmed for it. They have a radius around you (or the human follow) where they are allowed to operate freely but if the distance gets too great they are pretty much ordered to ignore most targets and try to catch up.
Superslayer25 17 Jun @ 2:25pm 
Hello! First of all great mod, I love it and it lets me play VT1 at all. I do have a question about the bots "not hard carrying" and what triggers them to play "worse". I ask this because I often lose when playing nightmare. I'm pretty decent at this game (I play it like it's VT2 though) and I don't have the best gear either (gold weapons for myself and bots alongside whatever trinkets I can find) so I'm wondering if my lack of skill or equipment is making the bots play worse. I ask this because if it's just a skill issue on my part I can just play more and improve. (I'm also curious about how that system even works because it sounds really cool). Thanks again for the mod!
Manwhale 31 Jan @ 6:05pm 
@Xq

It worked now. Wasn't working yesterday. Thank you!
Xq  [author] 31 Jan @ 10:20am 
@Manwhale
I just tested the link to last file and it seems to work for me. Have you tried again? Maybe the service had some downtime when you tried.
Manwhale 31 Jan @ 4:27am 
The pastebin link is not working sadly
QuantizedAnson 20 Oct, 2022 @ 11:28pm 
@Charlie Kelly
Sure, I'd like to play this game with others while having low ping too :D
I've sent you a friend request.

And yes, this mod allows bots to carry tomes, and enable/disable whether you can use ping highlights to let them drop tomes or not.
VernonKun  [author] 20 Oct, 2022 @ 11:18pm 
Group page seems to be the only place on Steam that won't delete links
Yusuf Dikeç 20 Oct, 2022 @ 11:07pm 
@QuantizedAnson @Quality Miku
Fellow Australian, you say? Either down to have some games? lol

Does anyone know if this mod can help with say, bots carrying tomes?
QuantizedAnson 24 Jul, 2022 @ 9:11am 
@Quality Miku
Hi, good to see a fellow Australian here.

Btw, you don't have to stay in the group to use the update.
Just grab the file and leave the group ...