Algorithmic Level Progression 4.1.0

Bots level with the player, early game feels like it! Pmcs clothing is based off of the PMC's level! Pmcs loadouts are tiered to the four trader levels. Pmcs will use the best gear and ammo they have with map appropriate weapons. Randomness galore!


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  • 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 4.0.0

    MAJOR UPDATE 4.0.0

    • Rewrote all armor based balance
    • Rewrote nonPmcBots balance (should see more cowboy hats/3ms etc...)
    • Added armor plate integration for all bots.
      Bots' Plate armor usage levels with the player
    • Removed adding additional armor/rigs/helmets to nonPMCBots temporarily
    • Fixed silencer/muzzle usage issues
    • A lot of other things...


    8) :thumbup:


    Enjoy!



    I need sleep ;(

  • Version 3.0.4

    The "3m/toz Patch"


    • Fixed a minor issue with reduced 3m/TOZ spawn chances on scavs.


    :rolleyes::thumbup:

  • Version 3.0.3

    The "Bugfix Patch" :rolleyes:

    • Fixed a number of bugs causing errors with Swag/Looting bots
      Apparently removing the IDEA rig from PMCS is not allowed... X/
    • Fixed Scavs not spawning with TOZ shotguns/3m armor!


    That is all.


    :|:thumbup:

  • Version 3.0.2

    Minor Update


    • Buffed base gear weighting for nonPmcBots.
      This should help with quest related items spawning more consistently (3m armor, toz shotguns, rashala's pistol, etc.).
      As bots level these items will slowly be used less as better gear weightings take over.
    • Bumped base scav equipment chances slightly (chance of wearing armor/backpacks etc...)
    • Increased muzzle device mod usage for PMC bots.

    Have fun 8):thumbup:

  • Version 3.0.1

    Minor Update


    Changes:

    • "enableNonPMCBotChanges": true   is now the default setting in the "config.json"
      Turn the above setting to false if you
      only want PMCS to level with the player
      Or delete all the configurations you don't want from the "nonPmcBots" list in the nonPmcBotConfig.json
    • Added a nonPmcBotConfig.json to dramatically increase configurability
      See the bottom of the README for a deeper explanation, but...

      Only want bosses to be affected by progression? Only scavs?
      Want Rashala to wear some of the cheap scav armor?
      Do you want the goons to start with scav gear and eventually use better stuff?

      This is all now possible with the new "nonPmcBotConfig.json"

    • Added all backpacks to nonPmcBots equipment options
    • Fixed facemasks being overly prioritized (this was preventing some helmet usage at high level)



    FEEDBACK NEEDED!!

    8):thumbup:

  • Version 3.0.0

    Major Update!! pog


    • Added Experimental Level progression for ALL BOT TYPES
      • Scavs, Snipers, bosses, rogues, raiders, etc...
        every bot in the game now levels with the player.
      • Basically, when you are low level, all enemies are more likely to use lower tier gear and ammo, and as you level, they will start using better gear.
      • EXAMPLE 1: You are level 1, and come across a rogue, good chances are they will not have good ammo in the gun they are spraying you with.
        That scav? Probably has buckshot, and is more likely to use shotguns.
      • EXAMPLE 2: You are level 45, you come across scavs now that have a higher chance of wearing armor, they are wearing ghzel on occasion, and you are coming across some with AP-M and BT ammo. They also wear helmets sometimes?
        Rogues, bosses, boss guards now usually have very good gear, and expect them to use high-tier ammo.
      • Highly configurable (see the botAmmoRandomness, botEquipmentRandomness, and botsToUpdate options at the bottom of the "advancedConfig")
      • THIS IS CURRENTLY EXPERIMENTAL AND OFF BY DEFAULT, TO TURN IT ON SET:
        enableNonPMCBotChanges: true
        in the config.json
    • Fixed PMCs running out of ammo (they now have unlimited ammo).
    • Fixed the customBlacklist not removing ammo from PMCs

    8):thumbup:

  • Version 2.1.1

    The "I rebalanced everything" Update:


    • Rebalanced a great number of things to work with the new randomization system.
      • Hats will be used less in general.
      • Helmets used more
      • Face coverings will also be used more regularly
      • Armor is now properly prioritized over most armor rigs
      • Better vest choices should now be made
    • Slightly adjusted tier 2 and 3 bot levels so that mid-game is a bit more spread out.


    The result of these changes should be that pmcs with more "complete" and logical kits at all levels.


    Have fun!

    8):thumbup:

  • 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:

    Thumbs Up 3 Heart 1
  • I just want to thank you. I fixed the problem.

  • For 3.8.3 good work if disable in config =>>> "forceCached": false,


    No console error and good spawn bots


    o9e2QuF.png

  • I encountered some errors. Please help me to fix the problem. Thank you very much.

    https://imgur.com/5bjSVnR

    5bjSVnR

  • PMC Ammo progression may warrant a looking at (using ForceCached if it makes a difference), at least for 5.56, 5.45 and 7.62x39, maybe 12g as well?


    For instance, at 96 raids this 'wipe' (so predominantly ALP tier 3 bots but roughly 1/3rd tier 4), I've yet to see a single PMC using 5.56 better than FMJ, 5.45 better than PS or x39 better than FMJ. I've had to scrape and survive off of x39 PS from SKS Drum mag scavs! Likewise, scavs are almost guaranteed to carry better 5.45 than PMCs. Yet to see a single shell of AP-20 off of a PMC as well.


    I have found bots running better rounds in bigger bore cartridges like 9x39 or x51, but that may be a false positive if such guns are weighted towards higher tiers to begin with.


    It just feels wrong to come across a level 30-something PMC running a tricked out SCAR and....5.56 HP.

    • Known issue, will fix when i return from my vacation.

      Heart 2
  • Some scavs and PMCs spawn with missing iron sights. Is this a ALP issue? I use SVM, sain, looting & questing bots, swag donuts, waypoints, the standard mods

  • Hello, I keep getting this error, which based on the comments below, is supposedly to do with any mod that adds items or equipment. I am trying to use a handfull, like the door breach mod. Turning these off would suck, and I really don't feel like trading 3 or 4 mods for this one.


    I also keep seeing something about forcedCache. What is it? And how can I turn it on so I don't have to abandon my other mods?


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

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

    at ProgressionChanges (D:\SPT\user\mods\zzzDewardianDev-AlgorithmicLevelProgression\src\LoadoutChanges\ProgressionChanges.ts:434:64)

    at AlgorithmicLevelProgression.postAkiLoad (D:\SPT\user\mods\zzzDewardianDev-AlgorithmicLevelProgression\src\mod.ts:23:51)

    at PostAkiModLoader.executeModsAsync (C:\snapshot\src\loaders\PostAkiModLoader.ts:70:46)

    at PostAkiModLoader.load (C:\snapshot\src\loaders\PostAkiModLoader.ts:34:24)

    at ModCallbacks.onLoad (C:\snapshot\src\callbacks\ModCallbacks.ts:34:41)

    at App.load (C:\snapshot\src\utils\App.ts:56:26)

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

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

    at ProgressionChanges (D:\SPT\user\mods\zzzDewardianDev-AlgorithmicLevelProgression\src\LoadoutChanges\ProgressionChanges.ts:434:64)

    at AlgorithmicLevelProgression.postAkiLoad (D:\SPT\user\mods\zzzDewardianDev-AlgorithmicLevelProgression\src\mod.ts:23:51)

    at PostAkiModLoader.executeModsAsync (C:\snapshot\src\loaders\PostAkiModLoader.ts:70:46)

    at PostAkiModLoader.load (C:\snapshot\src\loaders\PostAkiModLoader.ts:34:24)

    at ModCallbacks.onLoad (C:\snapshot\src\callbacks\ModCallbacks.ts:34:41)

    at App.load (C:\snapshot\src\utils\App.ts:56:26)

    >

    • This is a temporary release while I am away.

      Debug yourself or wait for the update.


      Good luck

  • Hi, does your mod touch the types of meds a bot has in his inventory? I know a bot has much stuff in his incredible secure container but thats not what I mean, rather the stuff that is lootable. At least the bots in the beginning (I am currently level 13) have almost always an AFAK or IFAK with them, never saw AI-2 or something, is there any chance to either adjust that or give us a config option where we could tweak that? Would be nice as this mod is by far the best progression mod out there and this is the only criticism I have.

    • Dito, I've been digging too and can't find much to fix this. Haven't seen a single car or cheese or anything, after say 16 hours of playing. I have no other mods touching the bots inventories as well.

    • 3.8.0 added these meds to secure containers, so you will sometines see pmcs pull them out if they don't have other meds.

      Known issue will fix next patch.

      Heart 1
  • im getting another error i think its something to do with the fact that spt is on 3.8.1 this error comes up when the game tries to spawn in pmcs i think

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

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

    at BotLootGenerator.generateLoot (C:\snapshot\src\generators\BotLootGenerator.ts:102:105)

    at BotInventoryGenerator.generateInventory (C:\snapshot\src\generators\BotInventoryGenerator.ts:93:31)

    at BotGenerator.generateBot (C:\snapshot\src\generators\BotGenerator.ts:196:52)

    at BotGenerator.prepareAndGenerateBot (C:\snapshot\src\generators\BotGenerator.ts:117:20)

    at BotController.returnSingleBotFromCache (C:\snapshot\src\controllers\BotController.ts:340:54)

    at BotController.generate (C:\snapshot\src\controllers\BotController.ts:192:21)

    at BotCallbacks.generateBots (C:\snapshot\src\callbacks\BotCallbacks.ts:67:61)

    at RouteAction.action (C:\snapshot\src\routers\static\BotStaticRouter.ts:16:46)

    at BotStaticRouter.handleStatic (C:\snapshot\src\di\Router.ts:47:63)

    at HttpRouter.handleRoute (C:\snapshot\src\routers\HttpRouter.ts:79:62)

    Crying 1
  • hi!,Dewar!

    I want to repost this module to other sites

    can you give me a authorization?

  • Is it me fucked up the parameter or the pmcs are not spawning with an armored rig at all? Ran multiple tests they only have the armored vests, but no armored rig

    • I'm also running with WTT - PACK 'N' STRAP, I've noticed there are few (or any at all) 1x2 and 1x3 size magazines are being put to the belts pmcs got, even if they got the enough spaces. Which is causing the pmcs running out of ammo too quickly.


      One excepttion is the Fannypack belt. Digged it is one of the old rigs they made, and it seems to hold the magazines alright.


      The other belts has this issue, especially with the Grenadier belts, it's with too many 1x1 spaces. Maybe there is something to do with the custom layouts they use?

    • Ye i have the same problem while Using that mod :(

    • I gave up and switched ALP's 'ForceCached' config option to True after finding so many bots with Pack N Strap belts and 0-1 mags.

  • Thank you for the mod! I'm sorry if this is a stupid question, but I cannot for the life of me find the option for "addDangerousBulletsToTier4Bots". Do I need to add a line for it in the config.json or is it enabled by default? Thanks for your time.

    • Apologies, that was an old config value no longer supported.


      I'll be adding better control of PMC ammo in the next release.


      Couple weeks out

  • Is this compatible with BatterySystem? If so, does the load order matter?

  • I think ver 3.8.1 broke this mod with weight change

  • If I have, say, level 14, then what level will PMCs spawn with? I want them to appear absolutely randomly

  • Does this mod touch boss loot? It might just be an issue with 3.8.0. But I havent found shturmans stash key killing him over 15+ times

  • Hello ! Thanks for the work, it's just an absolutely indispensable !


    Please how can I decrease a lot the quality of PMC's stuff ?

  • I was looking at LIGHT'S AUTOMATIC ARMBAND ASSISTANT mod, and noticed it says that it's not compatible with ALP, any idea if there is an option in the config of ALP that would allow it to work?

  • Hey is it possible to adjust scav gear the same way you can do it with pmc. I want to restrict scavs to certain weapon types on some location. Eg only pistols.


    Thx for the mod.

  • DGH10Fb.png

    I have this when used with sain swag looting and questing bots

    removing progression stopped the errors

    progression is at the bottom of the mod lists

    not sure what went wrong

    full mod list


    edit: force cache use to true fixed this

    Thumbs Up 1
    • I like how you have 30 server mods but mention the 3 known to work perfectly with ALP. Lol.

  • Hello i'm getting this error when i'm trying to open spt server;


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

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

    at ProgressionChanges (C:\SPT\user\mods\DewardianDev-AlgorithmicLevelProgression\src\LoadoutChanges\ProgressionChanges.ts:434:64)

    at AlgorithmicLevelProgression.postAkiLoad (C:\SPT\user\mods\DewardianDev-AlgorithmicLevelProgression\src\mod.ts:23:51)

    at PostAkiModLoader.executeModsAsync (C:\snapshot\src\loaders\PostAkiModLoader.ts:70:46)

    at PostAkiModLoader.load (C:\snapshot\src\loaders\PostAkiModLoader.ts:34:24)

    at ModCallbacks.onLoad (C:\snapshot\src\callbacks\ModCallbacks.ts:34:41)

    at App.load (C:\snapshot\src\utils\App.ts:56:26)

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

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

    at ProgressionChanges (C:\SPT\user\mods\DewardianDev-AlgorithmicLevelProgression\src\LoadoutChanges\ProgressionChanges.ts:434:64)

    at AlgorithmicLevelProgression.postAkiLoad (C:\SPT\user\mods\DewardianDev-AlgorithmicLevelProgression\src\mod.ts:23:51)

    at PostAkiModLoader.executeModsAsync (C:\snapshot\src\loaders\PostAkiModLoader.ts:70:46)

    at PostAkiModLoader.load (C:\snapshot\src\loaders\PostAkiModLoader.ts:34:24)

    at ModCallbacks.onLoad (C:\snapshot\src\callbacks\ModCallbacks.ts:34:41)

    at App.load (C:\snapshot\src\utils\App.ts:56:26)

    • Turn on forceCached or remove mods that add/change gear, like atlas gear or others.


      Any mod that adds an item without full db integration can cause this.

      Heart 1
    • Okay thank you

  • Hello im getting a issue when starting up the server and it spits out this error:

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

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

    at ProgressionChanges (C:\Users\vinye\Desktop\SPT Single Player\user\mods\DewardianDev-AlgorithmicLevelProgression\src\LoadoutChanges\ProgressionChanges.ts:434:64)

    at AlgorithmicLevelProgression.postAkiLoad (C:\Users\vinye\Desktop\SPT Single Player\user\mods\DewardianDev-AlgorithmicLevelProgression\src\mod.ts:23:51)

    at PostAkiModLoader.executeModsAsync (C:\snapshot\src\loaders\PostAkiModLoader.ts:70:46)

    at PostAkiModLoader.load (C:\snapshot\src\loaders\PostAkiModLoader.ts:34:24)

    at ModCallbacks.onLoad (C:\snapshot\src\callbacks\ModCallbacks.ts:34:41)

    at App.load (C:\snapshot\src\utils\App.ts:56:26)

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

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

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

    at ProgressionChanges (C:\Users\vinye\Desktop\SPT Single Player\user\mods\DewardianDev-AlgorithmicLevelProgression\src\LoadoutChanges\ProgressionChanges.ts:434:64)

    at AlgorithmicLevelProgression.postAkiLoad (C:\Users\vinye\Desktop\SPT Single Player\user\mods\DewardianDev-AlgorithmicLevelProgression\src\mod.ts:23:51)

    at PostAkiModLoader.executeModsAsync (C:\snapshot\src\loaders\PostAkiModLoader.ts:70:46)

    at PostAkiModLoader.load (C:\snapshot\src\loaders\PostAkiModLoader.ts:34:24)

    at ModCallbacks.onLoad (C:\snapshot\src\callbacks\ModCallbacks.ts:34:41)

    at App.load (C:\snapshot\src\utils\App.ts:56:26)

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

    • Turn on forceCached or remove mods that add/change gear, like atlas gear or others.




      Any mod that adds an item without full db integration can cause this.

      Thumbs Up 1
  • Heyy, I'm somewhat new and wanted to know

    How does "forceCached" work? Does it still allow for Bot Randomness in gear (With the vanilla gear)? Or is it a fixed amount of presets that they can choose from without straying from the template?


    "strictEquipmentTiering": true,

    "randomness": {

    "Holster": 0.4,

    "Headwear": 0.45, ...

    ^ so does this still do something with "forceCached" true?


    And if forceCached does not allow for randomness, then Is it possible to have "SPT Realism Mod" with "add Customs Items" on with "forceCached" off without creating errors in the bot generation?

    • forceCached doesn't allow for changes to the loadouts.


      This last release was my short-term effort to get something out to the community before I took off for a month.


      There will be more compatibility changes coming when I'm back.


  • Hello I got this error, I play with : SWAG+DONUTS, SAIN, SPT REALISM bot change turned OFF.
    Your mod is loaded last in the list

    • I am also getting this error.

    • I'll look into this when back, but you likely have "add custom items on" on realism. This is caused by other mods adding incomplete items.

    • Turn on forceCached if you don't want to remove weapon mods

  • i'm level 24..

    the problem is that PMCs I'm fighting have crappiest ammo, despite they are 30+ lvl


    in 3.7.6 they have N856A1 / M855A1 now the have like 856 or RLP..

    • This was due to 14.0 ammo changes.


      I'll likely add something for this when I get back

      Thumbs Up 1
  • This mod causes bots to run out of ammo fast: https://www.reddit.com/r/SPTar…/18gf9jw/comment/kd0glye/?

    • Old problem that doesn't exist anymore.

    • I updated mod to latest version and I still have this issue. Early into raid, I'll loot a PMC and all their mags are empty. It seems to affect PMC bots more than scavs.

    • Mags empty. They still have infinite ammo.


      This is known.

    • What does that mean though? They may have infinite ammo in their secure container, but every time I loot them everything is empty. They're not reloading. Makes hatchet runs pointless.

    • This is base SPT behaviour.


      If they go through all their mags before seeing you their mags (except the one in the gun) will likely be empty).


      I'm not doing anything different here.

  • So umm...this is some mods that i tested could causing spawning error if installed with ALP:


    1. Painter and it's related mod(core mod and TacticalGearComponent)

    2. AT233's Titanfall 2 Weapons and Attachments(the attachment part of Titanfall weapon mod)

    3. AK Rail Extension

    4. Borkel's Realistic Night Vision Goggles(Not sure why, it's supposes to be just graphic-related mod)

    • You can try turning on forceCached if you insist on using them.

  • Getting this error in the console:


    • Again, you have an ammo mod installed, turn on forceCached if you see errors

  • I noticed bots are running out of ammo and then just running to me, anyway to make it so they have like infinite ammo or something?

    • They already do, you have a mod installed that is causing an issue if you are seeing this.

    • Do you have any idea what mods could conflict with this? I have Realism and Raid Overhaul. Realism I disabled all bot stuff, Raid Overhaul not sure if it changes anything with bots particularly. Would a log file help and how do I do that for the mod?

    • Remove the mod, and see if issues persist.

      I will not debug for you.

  • Error appear while loading in raid, it actually repeat appear this same message several times.

    Not editing anything in config file, version 4.1.0.


    Error: Items must not be empty

    Error: Items must not be empty

    at WeightedRandomHelper.weightedRandom (C:\snapshot\src\helpers\WeightedRandomHelper.ts:54:19)

    at WeightedRandomHelper.getWeightedValue (C:\snapshot\src\helpers\WeightedRandomHelper.ts:31:33)

    at BotWeaponGenerator.getWeightedCompatibleAmmo (C:\snapshot\src\generators\BotWeaponGenerator.ts:604:60)

    at BotWeaponGenerator.generateWeaponByTpl (C:\snapshot\src\generators\BotWeaponGenerator.ts:151:30)

    at BotWeaponGenerator.generateRandomWeapon (C:\snapshot\src\generators\BotWeaponGenerator.ts:85:21)

    at BotInventoryGenerator.addWeaponAndMagazinesToInventory (C:\snapshot\src\generators\BotInventoryGenerator.ts:545:57)

    at BotInventoryGenerator.generateAndAddWeaponsToBot (C:\snapshot\src\generators\BotInventoryGenerator.ts:486:22)

    at BotInventoryGenerator.generateInventory (C:\snapshot\src\generators\BotInventoryGenerator.ts:81:14)

    at BotGenerator.generateBot (C:\snapshot\src\generators\BotGenerator.ts:196:52)

    at BotGenerator.prepareAndGenerateBot (C:\snapshot\src\generators\BotGenerator.ts:117:20)

    • I think this code was related to bot spawning and for each section of error means that one AI can't spawn due to mod conflict(probably equipment/weapon mod), and it move to next spawning, so in general it won't effect AI spawning, just won't be seeing some modded item equipped on AI? IF that's so i can ignore the error after all, Can someone confirm my deduction?

    • Likely caused by another mod.


      There are a few not compatible.