ALP - Algorithmic Level Progression 5.2.0

Please do not ask when mod authors will update their mods to 3.9.X
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.

The one and only randomized loadout/progression mod. Makes bots level with the player, experience the wipe! 100% randomly generated kits. Bots will use gear and ammo they have with map appropriate weapons.

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  • Version 5.2.0

    The "REVERT!" update

    • Reverted a few changes to pmc types that was likely causing errors for those using any modded weapons/ammo.
    • Removed a LOT of items from PMCS secure containers to reduce data bloat.

    That's all for now, HIGHLY recommend update if on versions 5.1.X, previous versions contained a bug.


    ?( :thumbdown:

  • Version 5.1.1

    Minor update


    • Fixes a bug with high level Ground Zero being broken
    • Removes the new dogtags from scavs loot pool.
    • Fixed issue with magazine bullet association on certain magazines.
      This might fix an issue with some mod introduced extended mags not having ammo.


    That's all for now!


    Have fun 8) :thumbup:

  • Version 5.1.0

    Update to version 3.9.4!


    • Added "Ammo" randomness option in the "randomness" config.
    • Updated a few cursed scopes, should see far less scope mounts without primary scopes now.
    • Added new values for scav loot in the NonPmcBotConfig:
      • percentageOfKeysInSpawnPool

        This is the size of the key pool that Scavs have access to (randomized on game start)

        I'd recommend leaving this alone

      • scavLootBlacklist

        Add ids of items you'd like scavs NOT to have, does not effect weapons

    • A few other minor changes, and a few small bugs (one around night/daytime introduced in the new patch).


    That's all for now, this is a bit experimental so do let me know if you find any weirdness.


    Have fun!


    8) :thumbup:

  • Version 5.0.0

    Major release - Alp Recombobulated

    • Added FULL LOAD ORDER SUPPORT!
      ALP now runs after DB Load, like most server mods; this means you can now use the load order.json to resolve many issues previously seen.
      Simply place mods you suspect are conflicting AFTER ALP in the load order.json.
      This includes custom traders that may have previously been incompatible with ALP!

      To test newly added mod compatibility one can now simply move custom weapon/equipment mods BEFORE ALP And test.**

      ** I do not guarantee compatibility with any custom weapon/equipment mods, it's up to you debug issues yourself!
    • The quest to rid ALP of cursed guns continues...
      - Fixed a number of issues with scopes not spawning on higher tier 30/34mm scope mounts
      - Removed a few strange/ugly scope mounts (Hydra Mounts)
    • Scav loot is now configurable
      - Added all useful keys to loot pool (nonPmcBotConfig > addRandomizedKeysToScavs to disable)
      - Added method to increase the weighting difference between good/bad loot (nonPmcBotConfig >
      lootDisparityMultiplier)
      - Added the ability to add item ids to the scav loot pool (nonPmcBotConfig >
      additionalScavLoot)
      Any added items will be automatically weighted for balance.

    • Boring stuff
      - Massive code refactor
      - Added Error handling
      - Added automated use of "forceCached" if ALP detects bad items or other errors.
      - A ton of small balance changes
    • ALP now uses the standard USER > MODS > AlgorithmicLevelProgression folder structure.
      REMEMBER TO DELETE THE OLD FOLDER IF PRESENT WHEN INSTALLING!
      Old folder name: DewardianDev-AlgorithmicLevelProgression
      New folder name: AlgorithmicLevelProgression

    That's all for now!

    Have fun!
    8) :thumbup:

  • Version 4.3.0

    Minor Release

    • Significant refactor
    • One very large bug, and 2 small ones fixed
    • ALP now completely overhauls Scav loot, feels much closer to live. <<< FEEDBACK NEEDED HERE.
      Can be turned off in the config file.

    Enjoy!

    :/ :thumbup:

  • Version 4.2.2

    Small Fix


    • Fixes a bug where custom trader items would appear on bots when disabled.


    That's all for now!

    8) :thumbup:

  • Version 4.2.1

    Major Update (3.8.3)


    • Fixed med spawns, they were broken for 3.8.0
    • Automated Looting bots detection, no config option needed anymore.
    • Ammo tweaked heavily
    • Added "higherTierAmmoChance": 0.3, new config option to tweak how often a lower tier bot will receive the next tier ups ammo. (values are 0.1 - 0.99)
      This dramatically helps the game feel more live like.
    • Made guns more meta as pmcs level.
    • Set PMC loot to be largely determined by SPT, only quantity (not quality) scales with ALP.


    8) :thumbup:


    Enjoy

  • Version 4.1.0

    Moderate Update

    • Fixed a few cyclic depth errors on server start for those 20+ mod pack enthusiasts.
      More weapon mods should now be compatible...

    • Updated a number of spawning issues around scav gear to more closely emulate live (CONFIRM 3M is finally fixed)
    • Fixed a few errors around pmc plate loading that would cause lag at the start of raids.
    • Made a few changes to around medkit spawning to make it more similar to live.


    That is all for now.


    Have fun 8) :thumbup:


  • Version 4.0.3

    Compatibility Update


    • Added new "forceCached" config option (set to false by default):
      This basically sets pmcs to use a hardcoded precached version of the mod to help compatibility for those non-technical folks that can't be bothered to cull their mod folder.
      TLDR: If you use a ton of weapon/mod/equipment mods, and you see errors after install set this to true. You won't get bots using custom items, but you can still use ALP.
    • Set "strictEquipmentTiering" to true by default, turn this off to see a larger variance of gear use.
      NOTE: IF YOUR CPU IS A POTATO, DO NOT TURN THIS OFF.
    • Tweaked med spawning a bit.


    Have fun  8) :thumbup:

  • Version 4.0.1

    Minor Update


    • Fixed too many stims spawning on pmcs, also balanced their spawning so rare ones spawn less often.
    • Updated scav equipment balance a bit
    • Added new "strictEquipmentTiering" option to the config, this basically makes it so that bots will not spawn with items beyond their tier.
      In the past, ALP would have this on by default, meaning that a tier 1 bot would have no chance to have killa armor or an ash12.
      Turning this off now (by default) allows for such random occurrences to happen.
      Functionally you shouldn't see much change, but occasionally a lowby may use some gear they didn't previously have access to.


    That's all for now.

    Have fun 8) :thumbup:

  • Version 5.2.0

    The "REVERT!" update

    • Reverted a few changes to pmc types that was likely causing errors for those using any modded weapons/ammo.
    • Removed a LOT of items from PMCS secure containers to reduce data bloat.

    That's all for now, HIGHLY recommend update if on versions 5.1.X, previous versions contained a bug.


    ?( :thumbdown:

  • Hi Dewarkian,

    just quick question because i don't know if could be solved by touching something in your MOD. I'm level 40, now i started to find some great equipped PMC full geared but with a major problem called Flashlight.

    every High level PMC that spawn (level above 40) have flashlight turned ON in every weather or light condition.

    It measn that become a child's play identify and kill them. There's more fight with PMC lower lvl 39 without this type of accessories on their Weapon (flashlight).

    Can I change some parameter that allows high-level PMCs to Spwnare with the flashlight off?

    I guess then other mods like SAIN, BigBrain or That's Lit will take care of turning it on in case it is needed


    Thank you

  • I have a question.

    Where and how can i find item IDs of modded items from modded traders?

    I'm using Sasha Himik's trader and ALP is loading his items to the bots, but sometimes bots spawn with one of his modded containers that for some reason they are able to carry in tactical rig slot, the problem is, it's model for some reason is gigantic, the size of a tank basically, and it makes it impossible to see the pmc properly. I don't even think this item is supposed to be worn in raid... I'd like to blacklist it in ALP, but i don't know how to find it's item ID.

  • Hi! First, thanks for the mod, been using over realism's progression and I've been having a blast actually seeing different loadouts.
    I noticed some small issues tho, I'm using Epic's all in one and sometimes I find an Adar with a buffer tube and polymer stock inside the wooden stock, and a B&T Rotex-V suppressors and blast deflector muzzle that bugs the sound and firing type to burst, along with the same muzzle issue on SKSs (I'll report back if I ever see it again). Is there a way to prevent some guns to be generated with specific attachments?

  • Which is the last version that still worked on 3.8.3?

  • Can I ask what the point of the blacklist section of the config.json is for and how I use it properly without the server spitting hate at me?

  • Maybe add bullets to their vest when they spawn instead of pack of bullets, seems more the way it would be in the real game! Thanks!

  • How does this mod work with fika? Will it weigh the bots loadout based on all players or the player who is hosting?

    • I want to bump this up as I'm curious to this as well as I just recently started a Fika playthrough with two of my friends and I am wondering how all sorts of SPT mods that were intended to be running in SP works with MP... Things like this question for example in particular, or for example if SAINS AI limiter works only from the host, or from a distance of ALL players in the raid... etc.

  • how do istop scavs from spawning on labs? they dont spawn until i start using this mod

  • Hello and thanks again for great mod!
    So here what I've figured out and tested:
    1.Now, after i changed my load order, it works fine for me. (first - all weapon mods, then - ALP, then - other mods).
    2. But it looks like the game tries to call the Bot Generator method too early (before countdown) and I see "error" message at server at the beginning of each raid. But it just works fine so I don't care, Tarkov is cursed after all.
    3. Custom Clothes and Heads mods are not affected by load order, but I've configured them to work fine with ALP, so I don't care.
    4. Turning OFF Clothes feature of your mod breaks "Gas filter patch for ALP" mod for me, author of that mod has been informed by me.

  • For anyone wondering about the spawn issue with S+D and apparently ALP.

    I can confirm a fix for me. Even with a big modlist, setting the option "Min distance to other bots" to 0 in Donuts F9 menu has fixed my boss, rogue and sniper scav spawns 100% of the time. I tried to play around with the raid start delay (tried 10s from 60s down each) and got mixed results, so I left it at 60. I now have 80% consistent spawns.

    ALP did not interfere with this at all.

    • Thanks for the comment. Unfortunately this fix doesnt work for me after some testing.

      Crying 1
  • Hey, smtg dont work for me, im level 10 and facing people with level 23 and 45.
    Heres my Load Order:


    {

    "order": [

    "Shardbyte-LiveBitcoinPricesREDUX",

    "BRNVG_N-15Adapter",

    "ChooChoo-TraderModding",

    "cj-removetimegatefromquests",

    "DanW-SPTQuestingBots",

    "DewardianDev-MOAR",

    "DrakiaXYZ-LiveFleaPrices",

    "ExpandedTaskText",

    "FinsEerieSilence-1.6.0",

    "IhanaMies-LootValueBackend",

    "Jehree-GildedKeyStorage",

    "lua-autoprofilebackup-1.5.0",

    "mattdokn-fpsunlocker",

    "maxloo2-betterkeys-updated",

    "MoreCheckmarksBackend",

    "MoxoPixel-ASS",

    "MusicManiac-GigachadWorkout",

    "MusicManiac-LessRestrictingHeadwear",

    "raid_review__0.2.0",

    "rairaitheraichu-ammostats-3.1.2",

    "revingly-biggerkeytool",

    "sheepy-simpleseasonselector",

    "Skwizzy-LootingBots-ServerMod",

    "tyfon-uifixes",

    "Virtual's Custom Quest Loader",

    "ServerValueModifier",

    "zSolarint-SAIN-ServerMod",

    "AlgorithmicLevelProgression",

    "SerWolfik-Heavy-Troopers",

    "zzAlternativeTraderPics"

    ]

    }


    thanks 4 help

    • didnt changed anything in settings btw

  • Last time I used this mod I had issues where all the bots had AP ammo once I was high level.
    Was looking through your config options on the mod page and also through the files, couldn't pinpoint where to customise the ammo blacklist or chance to spawn with high tier ammo.

    Love the mod, Would extra love it if I could control how much AP the bots have access to. <3

    Thumbs Up 1
  • Hi DewardianDev, I've noticed that ALP in combination with SWAG/Donuts is causing boss/rogues to not spawn. specifically when "enableProgressionChanges"=true. I tested this on a fresh install with the following mods: Looting bots, questing bots, SAIN, SWAG+DONUTS, ALP. Also tested with just SWAG+DONUTS & ALP, and bosses don't spawn either. are there logs or a debug mode I can use to check what the issue is? Thank you!

    Heart 1 Thumbs Up 1
    • Did you solve the issue?

    • Its definitly this mod stopping bosses from spawning, ive tried every other updated bot progression mod and they spawn the bots, this is the one that stops them.

  • Will Algorithmic Quest Randomizer ever come back?

  • Hello. Thanks for the good mod, and update, it's must have for me now.
    Can you please write if i can disable using of custom head parts, clothes etc.
    I have WTT W.A.A.C. (WOMEN'S ADVANCED ASSAULT CORPS) and now almost all pmc in raid have custom heads.
    I've tried to move you mod before and after WTT W.A.A.C, included heads in blacklist. Nothing works for me for some reason.
    Anyway, thanks for good mod!

    • Use the load order.


      Mods after alp won't have their content added.


      Or turn of clothingChanges in the config.

    • My bad, I accidentally have been correcting configs in another folder and was wondering why it doesn't work :D.
      So set clothingChanges to false works for me (need a bit more testing. heads are clothes? ok :D ).

      But for some reason for this specific kind of mods (that adding heads) load order does not work.

      And additional info: when I tries to test your mod on dev profile, I get errors. I think it's because bot generator can't understand level and experience value of this account. Works' fine for me on any other profiles. It's not bug, maybe it is problem with my setup of mods, but maybe people should be warned not to test this mod with dev profiles (if it is not my mods setup specific problem).

    • Nope, errors can happen regardless profile I'm using. I will try to move mods up/down at load order and do some testing. I will write after about results

    • Looks like moving all at the bottom of load order fixed issues, but need to test more:

          "AlgorithmicLevelProgression",
          "SPT-Realism",
          "FilterPatch"
        ]
      }


      But now Filter patch stopped to work :D , but this question is for another mod page :D

    • Still having errors when try playing at "dev" profile, 69 lvl, no bots spawn:
      "TypeError: Cannot read properties of undefined (reading 'experience')"
      Other profiles works well from time to time

  • Question for the NonPMCbotConfiguration

    i tried changing the Assault and marks to have a chance of 0% for level 6 plates as i see Scavs with like a low tier armor but T6 plates and freshly starting at level 1 or 2 i cant pen that.

    am i changing the wrong configuration? and also does disabling lootchanges disable PMCs as well? or just scavs and the nonpmcbots?

    • Plate's weightings aren't implemented well yet, they are experimental. A limitation of the last version of SPT, I haven't looked into it yet.


      You are seeing default SPT behaviour.


      Loot changes are only implemented for scavs.

  • Hi, im playing hardcore & barter only traders, will this only pull guns etc from traders for pmcs or does it work in another way, TY!

    • If you are playing with a hardcore mod, use "forceCached" in the config

    • Thanks Dew appreciate it!

      Thumbs Up 1
  • This mod edits the loot weights right? would this have a compatibility issue with pitty loot?

    • You can just turn off my loot changes if you have another mod with loot

      Check the config.

    • thank you, that should make things easier

  • Hey, I'm lvl 29 now but I'm still seeing PMCS with warmageddon and UN armor that I've been seeing since the start. I'm going to try and swap around the load order and see if that fixes it at all but its still a little weird, I have some 55 server mods but I kept the filename the same as it was when I installed it instead of swapping it around.

    • Being level 29 does not mean you won't seen people with UN armor, it just means you'll see less of them.

      If you don't want to see any low levels, you can customize the balance in the config.

    • Ah okay, but I haven't seen anyone with like a trooper vest or something like that but they'll put class 5 armor in like a kiriska but still use hollow points.

  • Hi mate, thanks for the mod. I had some issues spawning the bosses with it so at the moment I play without ALP but if you manage to determine what's wrong (I know that some people have no problem some have...) I'll reinstall it right away! Cheers.

  • Hey mate, forgive me if this is something that has been posted before.

    I have Bosses Use Meta Ammo, Bosses Have Lega Medlas and Realistic PMC Weapons installed at the moment, but I'd like to use this as well, if possible. I know that the ammo can be disabled in the config, but will I run into any major compatibility issues if I run them all together, and what should I do to avoid this?

    Cheers in advance.

    • Place this before those mods in the load order.

    • Legend. Thanks, man. ♥

  • Great mod! the only bot loadout mod that efficiently add custom items to bots so far IMO. But does ALP draws item pool from player's currently available trader? I've been using Path to Tarkov mod where most trader is locked behind a location, I observed that bot almost always use very limited selection of gear due to most of trader are locked.

    If above is true then I might need a hand on where should I change in files, so I can make bots choose items from all trader whether locked or not and within a trader standing restriction.

    If not, then please disregard everything I said, thanks!

    • Oh... I removed the useCached option.. I can likely add that back..

    • Is that related to the trader problem?

    • The useCacheOption will allow you to use a cached version of the items, one not populated on game start. Meaning that you will have pmcs with their full kit.

      They won't be broken because of Path to Tarkov.

    • actually I didn't remove this.

      in the configs. Turn on

        "forceCached": false => true

    • After couple days of testing I think it's solved! although I still didn't see all lv.1 weapons from bots but it is diversified enough and not seeing SKSs everywhere is a godsend (although VPOs are getting very common). Thank you so much for the mod and support!

  • Quote

    Hello,

    I think I have found an incompatibility issue with SWAG+DONUTS mod. I think it also explains the boss spawning problem. I installed a fresh SPT install. Then started adding mods. Dynamic Maps - to see boss spawns, boss notifier - same. SAIN, SWAG+DONUTS, Big Brain and Waypoints. Set Rashala to spawn 100% on customs. Everything worked fine. Boss spawns as expected.

    Started adding mods. Questing bots, looting bots, etc. Tested after adding each mod. When I add ALP bosses no longer spawn consistently (mostly not at all). If I reduce the wait time to zero the boss spawns occasionally but not consistently and PMC don't spawn correctly. If I remove ALP everything works correctly. Without ALP Bosses and PMC all spawn correctly regardless of the wait time. This was using both 3.9.4 and 3.9.5 with the same results. Load order seems to make no difference.

    • This is known, and it's not affecting everyone.

      Swag has in issue with spawning bots at the moment, thus why I resurrected MOAR.

  • Version 5.1.2

    Minor patch


    • Fixed an bug with high level bots (higher than 79) causing errors.
    • A few small changes around inventory.


    ?( :thumbup:

    • nox0YiV.jpeg


      5.1.2 is still breaking QuestingBots - PMCs do not spawn

    • was gonna mention this, for now im using the previous patch and things are running fine!

      Thumbs Up 1 Thinking 1
    • Same @ForeskinJohn

    • Also looks to be breaking SWAG Bot spawns as well. on 5.1.2 Loaded up a game with only SAIN, SWAG+Donuts, ALP and Dynamic Maps (To See Spawned Bots) and only 3 Scav bots spawned in beginning of raid no PMC. Once removed ALP All Bots Spawned perfectly fine.

      https://imgur.com/a/sNLvIvT

    • Looking into it now.

  • it seems this n questing bots has an error kicking before majority of raids, was just wondering if anyone had similar issue n solution. Says

    TypeError: Cannot read properties of undefined (reading 'experience')

    TypeError: Cannot read properties of undefined (reading 'experience')

    • Not related to this, ask over at the questing bots bit, you may have forgotten to install a dependency.


      Completely related to this, should be fixed in latest patch.

    • sweet, wasnt having issues but kept getting the error so wasnt sure what was up but bots still spawned with gear even with the error

  • Question, I see a lot of AI pmc running around with flashlights attached to their helmet during the day. Is there a way I can blacklist that item in particular since they arent able to turn that flashlight off and they are easily spotted

    • A lot? or like twice?

      There is a bug right now (and for a while) with SPT where the bots think it's night when it's day.

      You're likely seeing that.

    • I would say every 3-4 raids, there would be a pmc having a flashlight on his helmet. Im not sure its bug, but more likely its randomly selected in the loadout? Would I be able to add this item in the blacklist myself or you only can do that?

    • Only night time should allow this, if you are seeing it consistently during the day, there may be an issue with day/night-time loadouts.

      I can look into it for the next release, nothing you can do.

    • Oh I see, thx for the reply. Love your work

      Heart 1
  • Question, if I have custom weapons (and there attachments) added , as long as those items are available at the traders then the ai bots can potentially use them too, correct?

    • Well I've seen a custom helmet so I'm assuming that custom weapons work too.


      Next question, I'm using Realism and have disabled it's bot loadout. With ALP before and after Realism in the mod order I'm getting the following types of messages in yellow text...


      ---- bot: assault lacks a mod slot pool for item: 5b432c305acfc40019478128 item_equipment_facecover_gasmask_GP5 ----


      I'm guessing that's got something to do with the air filter slot in the gas masks. Is it anything to worry about???

    • no, as long as you don't mind pmcs without working gas masks?
      I might patch this in a coming release.
      You could try putting ALP before realism and checking how it functions.

    • That would be awesome if you could.

  • My friend, I found a problem with spawning bosses on location. I checked - there are no problems with spawn without ALP.

    • Hmmm.. Check other mods that change boss spawns (realism).
      Turn of nonPmcBots if you have issues.


      Other mods?

    • I dont use realism mod.
      Another using mods:

      Swag&Donuts, Drakia waypoints, Big Brain, Questing Bots. Recently used mod Progressive Bot System, but i delete this, and also i cleared the cache.

      I dont know what else can affect bots, because the rest of the add-ons add merchants and items, as well as minor fixes to the game.

    • It's a new bug introduced by SWAG/Donuts, the author is aware.
      You can try resetting all settings to default with donuts/swag.

      Other wise, uninstall this or that until there is a fix.

    • I understand you, thank you very much. I hope this mistake can be corrected.

  • Dew, quick question! I have been noticing a lot of high level players running small mags. Cam across a Level 51, with an RSASS and M993 with only 10-rounders. This has been happening a lot, with the AUG too for example. Do you know if there are weighting changes to affect this or can be looked into?

    Thanks!

    • Unfortunately, all that can be done is to add the magazines that are too small to the internalBlacklist.

      I am planning on updating the weapon mod builder at some point, but it's a huge undertaking.


      If there are specific magazines you think need to be pulled from the loot pool, let me know.

    • AUG and the AR-10 steel mags would be a good start!