ALP - Algorithmic Level Progression 5.2.1

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 5.2.1

    Bug fix


    • Should fix armor vest usage
    • added some support for blacklist


    That's all for now. 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:

  • 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:

  • U ll female bots in game? i saw a comment in wtt women mod that ALP plan to add female bots?

    • Umm nothing I'm doing will do that.

      But alp should play nice with Reskins.

  • Dear, since i speak little English

    Please let me know how to make pmc bot use powerful gear

    I'm at level 20, i want pmc bot to use heavy armour best guns and ap ammo

    But i always find that pmc bot use bad gear, some even don't have primary weapon

    How can i revise the document to make it happen?

    Thanks

  • Hi

    so how can i increase the loot that there is on AI's?

    I'm level 65 and I want the AIs will be high tier stuff

  • Heyo :)
    If I run this with the fika dedicated client, will it still progress? AFAIK the dedicated client has no progression on it's own - the best way to handle this would probably be to use the highest level player for the progression

    • Just asked in the discord and wanted to post the answer here for everyone else:

      Currently the Dedicated Client copies the level of the player that initiates the raid - this means that this mod should work perfectly.

    • The above behaviour is accurate.

      I play on fika and test there so all my mods work well with fika.

      Heart 1
  • Hi can you please take a look at my load order and tell me if it looks ok? Anything i should remove or move up/down?


    "ServerValueModifier",

    "acidphantasm-brightlasers",

    "ExpandedTaskText",

    "MoreCheckmarksBackend",

    "rairaitheraichu-ammostats-3.1.2",

    "IhanaMies-LootValueBackend",

    "maxloo2-betterkeys-updated",

    "tyfon-uifixes",

    "AllTheSeasons",

    "JoshMate-BetterBackpacks",

    "Gunsmith",

    "DewardianDev-MOAR",

    "AlgorithmicLevelProgression",

    "zhooshu-sptbetterstacksize",

    "zzMusicManiac-KeysInLoot",

    "zzNormalizedBots",

    "Skwizzy-LootingBots-ServerMod",

    "zSolarint-SAIN-ServerMod"

    • If you're not having any specific issues this should be fine.

      Heart 1
  • I'm really enjoying this mod, can you tell me real quick how to remove pmc progression based on player level? I want it to be more random so i can encounter super geared pmcs or complete newbies, doesn't feel right to have them my level or lower most of the time, thank you

  • This mod is causing boss spawning..

    • Lol. no it's not. Moar used to have a bug if you're running that.
      Download latest if so.

    • I don't know if you have SWAG but it definetely messes up bosses spawn a lot, in the past days i tweaked it a lot because no boss was showing, yesterday in a night raid they were doing a funny reunion on shoreline, only tagilla and killa didn't show up, so this mod is not your problem

  • Hello my good Sr, I never used your mod, I downloaded and was on my 4th raid on woods (I'm Lvl 6), and I killed a Lvl 11. PMC with a suppressed Tapco SKS, with a zeus 30Hz Thermal on it, is this within the inteded variable in gun build by the AI PMC?
    Anyway, other than that I've been enjoying your mod A LOT

  • Hi Dewardian, Thanks for the regular updates and patches. Most PMC weapons do not have barrel attachment (flash hider, silencers) is that something we can fix in a config file ? Thanks again. Cheers.

    • I am having a similar issue, they do not utilize night vision or IR almost ever, Im not sure what im doing wrong? Maybe my mod list given its kinda extensive but I dont really have any mods that would change loadouts other than ALP

    • The barrel attachment thing is a known bug, I can attempt to remedy but it's low on my list.

      It is a side effect of how I manage attachments/silencers.


      The night time loadouts not working is new, I'll have to test for that.

      The server side method that determines night loadouts is kinda bad, I may come up with a client side solution to fix that.

      Heart 1
  • At what level do enemies start spawning with night vision, silencers, and IR on night maps? I am level 53 and am yet to see enemies running such gear at night, thanks!

    Edit: I am also 100% positive I am not running any other mods that could possibly change up loadouts to prevent such generation.

    • You should already be seeing them on night maps. I can check

    • Still having this issue, its not a big deal just would be nice to loot nvgs off of them haha. By the way sorry to bother but heres my (maybe) extensive mod list. I do not believe any of it changes inventory/kit other than ALP.


      - ALP

      - RaidOverhaulStandlone

      - SVM

      - ACOG4Life-OpticRework

      - AOR1 Clothing

      - lotsoflootredux

      - Black clothing

      - black equipment

      - BRNVG_N-15 adapter

      - DoorBreacher

      - EpicRangeTime-Weapons

      - FontaineFOV

      - LootvalueBackend

      - mattdokn-fpsunlocker

      - MC-Deagle

      - MC-M60

      - MoreCheckmarksBackend

      - Multicam clothing

      - Multicam gear

      - odt-iteminfo

      - Platinum-TwoSlotExtendedMags

      - SerWolf-Heavy-Trooper

      - ShAK-12-Sys

      - Shardbyte-FeatherLight

      - SWAG

      -tyfon-uifixes

      - WTTArmory-M249

      - WTT-PackNStrap

      - zSolarint-SAIN-ServerMod


      I apologize if this is kind of a CF to look at, but I sincerely appreciate any help provided by anyone in regard to this. Cheers

  • I'm level 41 and now Im getting smoked by every pmc running ap 6 rounds with their bot aim. I can weight what kind of ammo is used? Would that be simple?

    Thumbs Up 1
    • You can blacklist it. Or weight lower level bots, or increase ammo randomness, also turn down nextTier ammo chance...

      All of the above..

    • I think I found the right config line, ty. Also Jokez80 is right about bosses not spawning for whatever reason, specifically the woods boss. I've seen killa, sanitar, and tagilla so far but I set woods guy to 100 percent and didn't see him until after I removed ALP.

    • Set him to 100? Likely did that wrong.

      I may come up with a config for this as most are not doing it right.

  • Dewardian mass updating all his mods? Based pog

    Heart 1
  • This mod is randomly generated right? Does that mean the weapons can be a little "cursed" like in vanilla SPT? I'm really interested in the mod because so many other bot loadouts mod just aren't what I'm looking for. Thanks.

    • Been using this instead of Realism's progression for my new run. Currently at lvl 16 and I haven't seen a single cursed weapon yet :/

    • I've solved for most of those.. :D

      But it can happen!

  • SyntaxError: "undefined" is not valid JSON

    SyntaxError: "undefined" is not valid JSON

    at JSON.parse (<anonymous>)

    at cloneDeep (F:\SPT\user\mods\AlgorithmicLevelProgression\src\LoadoutChanges\utils.ts:224:8)

    at setPlateWeightings (F:\SPT\user\mods\AlgorithmicLevelProgression\src\NonPmcBotChanges\NonPmcUtils.ts:230:42)

    at F:\SPT\user\mods\AlgorithmicLevelProgression\src\LoadoutChanges\GlobalValues.ts:67:25

    at Array.forEach (<anonymous>)

    at Function.updateInventory (F:\SPT\user\mods\AlgorithmicLevelProgression\src\LoadoutChanges\GlobalValues.ts:44:14)

    at Object.action (F:\SPT\user\mods\AlgorithmicLevelProgression\src\LoadoutChanges\LocationUpdater.ts:31:26)

    at StaticRouterMod.handleStatic (C:\snapshot\src\di\Router.ts:41:63)

    at HttpRouter.handleRoute (C:\snapshot\src\routers\HttpRouter.ts:61:68)

    at processTicksAndRejections (node:internal/process/task_queues:95:5)

    SyntaxError: "undefined" is not valid JSON

    SyntaxError: "undefined" is not valid JSON

    at JSON.parse (<anonymous>)

    at cloneDeep (F:\SPT\user\mods\AlgorithmicLevelProgression\src\LoadoutChanges\utils.ts:224:8)

    at setPlateWeightings (F:\SPT\user\mods\AlgorithmicLevelProgression\src\NonPmcBotChanges\NonPmcUtils.ts:230:42)

    at F:\SPT\user\mods\AlgorithmicLevelProgression\src\LoadoutChanges\GlobalValues.ts:67:25

    at Array.forEach (<anonymous>)

    at Function.updateInventory (F:\SPT\user\mods\AlgorithmicLevelProgression\src\LoadoutChanges\GlobalValues.ts:44:14)

    at Object.action (F:\SPT\user\mods\AlgorithmicLevelProgression\src\LoadoutChanges\LocationUpdater.ts:31:26)

    at StaticRouterMod.handleStatic (C:\snapshot\src\di\Router.ts:41:63)

    at HttpRouter.handleRoute (C:\snapshot\src\routers\HttpRouter.ts:61:68)

    at processTicksAndRejections (node:internal/process/task_queues:95:5)


    An error occurs with the output of a phrase similar to the above.

    An error occurs with the output of a phrase similar to the above.


    There doesn't seem to be any particular problem in-game, but I'm reporting it as an error that appears in the command window.

    • Looks like maybe a mistake in the nonPmcBotConfig json file.
      Try re-installing latest, and make sure any gear mods that could break things are after ALP in the load order.

  • Should ALP be loaded before or after questing bots and sain in load order?

  • Fix for the armor rigs incoming, doing some testing for that now.

  • I need help on how to use the "customBlacklist" section on the config.json. Do I have to put in a specific tag or something?

  • Does your mod cause Killa to not spawn with his face shield on his Maska helmet? Been playing a few raids on Interchange with the mod and almost every time I kill him or find him killed, he isn't wearing his face shield on his helmet.

    • Well confirmed that is was this mod that caused him not to spawn with his face shield. No other boss seems to be affected by this (not having equipment they should).


      As a temp fix, I had to disable nonPMCbotchanges. Would love to know if anyone else is having this problem and if there is any fix until the mod updates again.

    • Will look at this, I need to look at the nonPmcBotChanges a bit as is.
      Want to reimplement armor/helmets again.

  • For the boss spawning bug, I've found something working for me !

    I post here because some saids that it's also related to ALP.


    On Swag/donuts I use starting pmc only and I've done the following :

    • increase PMCBotLimitPresets (like double it) on donuts ScenarioConfig.json
    • edit donuts pattern files in BepInEx/plugins/dvize.Donuts/patterns/starting-pmc-xxx to your liking (I've set PMC max count according to max player on wiki Map) but make sure to set it to a lower value compare to ScenarioConfig.json.

    Example for Custom: 8 PMC max on pattern, 16 max PMC on ScenarioConfig.json

    This way, max of 8 PMC will spawn at raid start (and none after that), and we have 8 more space to spawn boss/goons/etc


    Also, I've change some values into donuts menu (F9) but IDK if this also contribute to the fix:

    • Despawn PMC/Scav : NO
    • Bot Hard Cap Option : YES
    • Raid load Time delay : 10
    • Max spawn retries : 10

    And on each boss config file on user/mods/SWAG/config/bosses I've edited "Time" from -1 to 60


    That's all and now bosses are spawning for me (between 0 and 60s from start)


    Main mods used : swag, QB, LB, ALP, SAIN, Realism, RaidOverhaul


    Hope this will help someone !


    PS: I've tried on live-like and it's also working :)

    Heart 1
  • This mod stops all boss and rogue and sniper spawns from happening when Swag & Donuts is installed. Every other mod works fine with SAIN, just this one doesn't. Anyone has a solution for this? I love this mod but no bosses is quite a problem....

    • Its swag+donuts bug, not this mod

    • Sorry I meant Swag & Donuts. It might be that mod, but every other mod works fine with it, activating this one 'breaks' the boss spawns.

  • Realism: WARNING, ALP DETECTED! You have Realism's bot progression enabled already. Either uninstall ALP or disable Realism's bot changes!





    This is what the Server file says when it comes to loading realism, anyone knows how i can fiy this error?

    • Well do what it says to do, disable Realisms bot progression if you want to use ALP lol

    • If you're using Realism mod, use Realism's bot progression as it's balanced around Realism's changes and has many of the same features as this mod and more

  • Mod is great loving it however, is it possible to remove shotguns from pmc builds because alot of pmc run shotguns in labs for example which makes them way too easy to kill.

    • Customizable in the advanced config.

      Look for the labs weapon type weightings.

  • For some reason this mod breaks swags starting bots spawn, making them spawn in smaller numbers or not at all. Tested multiple times with aki 3.8.3 mod version 5.0.0

  • 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

    • This will be addressed in latest, thanks for bringing attention to it!

  • 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.

    • Add that mod after this one in the load order to eliminate his items.

  • 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?

    • Any mods that add attachments you don't want put after this one in the load order.json.

  • 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?

    • Lol. You likely need to format the json correctly if that happens.

    • so then how do I do so

  • 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!

    • I don't do anything with PMC loot, this is SPT.

      I have tried to adjust PMC loot in the past and it caused too many issues for me to futs with.

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

    Thumbs Up 1
    • 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.

      Thumbs Up 1
    • It's the host.