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.
Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.
-
Version 5.0.0
- DewardianDev
- 13k Downloads
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!
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Version 4.3.0
- DewardianDev
- 2k Downloads
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!
-
Version 4.2.2
- DewardianDev
- 2.2k Downloads
Small Fix
- Fixes a bug where custom trader items would appear on bots when disabled.
That's all for now!
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Version 4.2.1
- DewardianDev
- 1.3k Downloads
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.
Enjoy
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Version 4.1.0
- DewardianDev
- 28k Downloads
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
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Version 4.0.3
- DewardianDev
- 1.7k Downloads
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
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Version 4.0.1
- DewardianDev
- 1.7k Downloads
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 -
Version 4.0.0
- DewardianDev
- 1.6k Downloads
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...
Enjoy!
I need sleep
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Version 3.0.4
- DewardianDev
- 13k Downloads
The "3m/toz Patch"
- Fixed a minor issue with reduced 3m/TOZ spawn chances on scavs.
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Version 3.0.3
- DewardianDev
- 533 Downloads
The "Bugfix Patch"
- Fixed a number of bugs causing errors with Swag/Looting bots
Apparently removing the IDEA rig from PMCS is not allowed... - Fixed Scavs not spawning with TOZ shotguns/3m armor!
That is all.
DewardianDev Author
Version 5.0.0
Major release - Alp Recombobulated
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!
- 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)
- 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.
- 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
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!
Pewpew1987
What are the most impacted "small balance changes"? Also, anyway to consolidate these updates more so I don't have to download new versions all the time?
DewardianDev Author
This should be the last for a while.
Pewpew1987
How long is a while? And what were the small balance changes?
DewardianDev Author
Unknown, depends on bugs mostly.
Balance mostly around weapon mods, default loot chance quantity..
I said small balance change because they were numerous and I can't remember them all.
Pewpew1987
You're more fun with eggnog.
culnaur
Thanks for creating this mod. I've really been enjoying the live-like progression that it brings to my PMC bots. I do have a hopefully small request though. Would it be possible to add a config to the nonPMC scav loot file to blacklist items from the loot they can spawn with? There are a few items that I would like to exclude from their loot pool.
jameTH555
Currently level 60.
Question is i encounter a lot of PMC with 6 level pen ammo
(that OP found only ammo like fullmag of m993 lol).
any way i can blacklist that OP ammo to spawn with PMC?
Is ALP mod spawn that?
because right now level 5 plate is kinda useless lol
I see in a advanced config file that have forbiddenBullets
but currently i still found that listed ammo in PMC
Thank for the great mod!
LUNACVLT
the king must return
flacopol
send energy mate for the 3.9.0 release
NinjaKid225
Is there an ETA when we will see an update for 3.9? I am in no means rushing just wondering. Forgive me if I irritate you.
DewardianDev Author
Studying for something in real life at the moment, should be done in a few weeks.
Will release early-mid August likely.
BraveStarTG
Best of luck in your studies and don't rush. We waited this long for 3.9 we can wait a few more weeks.
Gezorg
Is it possible with the help of this mod to give chvk the ability to take equipment and modules from the flea market, but still keep them within the framework of for example those ammunition, which at bot level are not yet available in merchants
Scottish
how can i balance custom guns from not being overused by every PMC?
i have the Scorpion CZ mod and the Heckler G3 mod installed
i just want them to sometimes use these guns while also using Vanilla guns too
i have to remove ALP to stop them from using the scorpion and g3 non stop every raid
S13NDR_M4N
Any known issues with DanW's Questing bots since the new version for anyone else?
Did not get this with last version
Error:
[Client Request] /QuestingBots/GenerateBot/0?retry=2
TypeError: Cannot read properties of undefined (reading 'map')
TypeError: Cannot read properties of undefined (reading 'map')
at BotLevelGenerator.generateBotLevel (C:\Bastard State Games\SPT\user\mods\AlgorithmicLevelProgression\src\LevelChanges\BotLevelChanges.ts:46:40)
at BotGenerator.generateBot (C:\snapshot\src\generators\BotGenerator.ts:146:49)
at BotGenerator.prepareAndGenerateBot (C:\snapshot\src\generators\BotGenerator.ts:116:20)
at BotController.returnSingleBotFromCache (C:\snapshot\src\controllers\BotController.ts:339:54)
at BotController.generate (C:\snapshot\src\controllers\BotController.ts:191:21)
at QuestingBots.generateBots (C:\Bastard State Games\SPT\user\mods\DanW-SPTQuestingBots\src\mod.ts:504:41)
at Object.action (C:\Bastard State Games\SPT\user\mods\DanW-SPTQuestingBots\src\mod.ts:152:39)
at DynamicRouterMod.handleDynamic (C:\snapshot\src\di\Router.ts:65:59)
at HttpRouter.handleRoute (C:\snapshot\src\routers\HttpRouter.ts:74:63)
at HttpRouter.getResponse (C:\snapshot\src\routers\HttpRouter.ts:46:18)
TypeError: Cannot read properties of undefined (reading 'map')
TypeError: Cannot read properties of undefined (reading 'map')
at BotLevelGenerator.generateBotLevel (C:\Bastard State Games\SPT\user\mods\AlgorithmicLevelProgression\src\LevelChanges\BotLevelChanges.ts:46:40)
at BotGenerator.generateBot (C:\snapshot\src\generators\BotGenerator.ts:146:49)
at BotGenerator.prepareAndGenerateBot (C:\snapshot\src\generators\BotGenerator.ts:116:20)
at BotController.returnSingleBotFromCache (C:\snapshot\src\controllers\BotController.ts:339:54)
at BotController.generate (C:\snapshot\src\controllers\BotController.ts:191:21)
at QuestingBots.generateBots (C:\Bastard State Games\SPT\user\mods\DanW-SPTQuestingBots\src\mod.ts:504:41)
at Object.action (C:\Bastard State Games\SPT\user\mods\DanW-SPTQuestingBots\src\mod.ts:152:39)
at DynamicRouterMod.handleDynamic (C:\snapshot\src\di\Router.ts:65:59)
at HttpRouter.handleRoute (C:\snapshot\src\routers\HttpRouter.ts:74:63)
at HttpRouter.getResponse (C:\snapshot\src\routers\HttpRouter.ts:46:18)
Error occurs on all maps
Error occurs whether either mod is loaded first
S13NDR_M4N
Following up
All I did was revert to the last version and this error is fixed
The incompatibility is definitely with the newest update
LUNACVLT
is there a way to specify a specific piece of gear to go on a slot?
With the latest realism update that adds gasmasks to gear loadouts even with realisms loadout section/bot settings off.
getting this error from ALP:
bot: sptusec lacks a mod slot pool for item: 60363c0c92ec1c31037959f5 item_equipment_facecover_gasmask_gp7
bot: assault lacks a mod slot pool for item: 5b432c305acfc40019478128 item_equipment_facecover_gasmask_GP5
bot: sptusec lacks a mod slot pool for item: CCG_GAS_MASK_GP9 CCG_GAS_MASK_GP9
bot: sptbear lacks a mod slot pool for item: CCG_GAS_MASK_SGE400 CCG_GAS_MASK_SGE400
These gasmasks are native/TCG
**workaround atm to get them spawning more regular was to remove 'facecover' from weighting**
I DO NOT ADVISE DOING THIS THOUGH
Ahtu
I'm also having the same issue. I believe we need to add the Gas Mask Air Filter to the mod slot pool, but IDK where that is located.
We would also have to add a method to force Gas Masks on AI on Labs, otherwise they will get gassed out. Without this, compatibility will be compromised.
LUNACVLT
someone messaged on discord regarding that, we are still trying to work out where the slot should go, im unsure if the error correlates to gasmasks spawning or just the filter within the gas mask, pretty sure at this point it's the filter slot on the mask
Crackhead_Kevin
Hello,
I've noticed that regular scavs seem to almost always have lvl 6 plates in their armor whenever they're wearing a compatible armor piece and this is occurring in the lvl 1-14 bracket. Is there a way to reduce the chances of them spawning with high tier plates?
DewardianDev Author
I'll take a look, but I don't do anything with plates for them at the moment.
That's default aki behaviour.
shonrad
Would item mods like WTTPack&Strap mess up how this works? Ive had it for awhile but I never notice if its working because of my other mods maybe. For example altering the levels i think affects some of my SAIN settings and idk Im trying to figure out some of my errors hehe. Thanks for the mod!
Advanced117
Hi, how to write the order json? right now if i open its empty with just:
{
"order": []
}
thank you m8!
DewardianDev Author
Use this... And google in the future.
Slothgang
The randomness options in the config is a great feature, does it also affect what ammo comes with the guns?
I saw there was the "higherTierAmmoChance" but from reading your patch notes I gather this is for the chance that lower tiered bots get the next tiers up ammo.
Basically I'm trying to reduce the amount of the very top tier of ammo from being in use, I'm finding much more M993, M995, SSAP etc. than I would in live at any stage in the wipe. I imagine the use of Artem and Scorpion custom traders has given them more access to higher tier ammo that usually wouldn't be sold in vanilla though.
Slothgang
Also is there a way to reduce chance for food and drink items in pmc and scav inventories? Meds to a lesser extent too.
DewardianDev Author
That is random. And balanced to be so.
I'll likely be adding ammo itself to the randomness options soon here.
mynameissnek
This mod has been working great for PMC loadouts. However I have a problem with boss (goons specifically) and boss guard loadouts where their guns either do not come with a muzzle or sight or both. It seems it's using the base game loadouts for these. Is there something I can change to fix this with this mod?
DewardianDev Author
I don't touch the goons loadouts, thats likely an Aki bug.
Having said that, I might add a patch with ALP. As I see how to easily fix that.
mynameissnek
Thanks for the response! Does the mod also not touch the boss follower loadouts? Which would also explain their cursed guns. Otherwise, this is a great mod for PMC loadouts!
DewardianDev Author
It doesn't touch weapon loadouts except for pmcs.
sbooki
is this mod supose to make ai / bots use mod weapons? if it is its not doing that (apart form everything it does ovc)
DewardianDev Author
Read the description, config, and install instructions before posting.
DickemsKickems
AS Val spawned on a PMC with rotor grip & buffer tube stock + folding stock equipped at the same time. This was on version 4.3.0 so if you already fixed then please ignore. Thanks
JustAnotherTimmy
FEEDBACK:
Please if you can, make it that Scavs have more light/heavy bleeding stoppers
They seems to have almost none compared to live, I could not find one in 30 of them.
Slothgang
On version 5 I have scavs spawning with loot despite it being set to off in looting bots config. Do I also need to disable loot changes in ALP config now or is unintended?
hazmatt
I'm also noticing this
DewardianDev Author
Scavs loot is off? In the server side mod for looting bots?
Or the F12 menu?
As the F12 menu change doesn't restart the server.
DewardianDev Author
If you have scavSpawnWithLoot set in noDiscardLimit. Then let me know.
Otherwise you need to read the looting bots mod page.
Slothgang
scavSpawnWithLoot is set to false in the server side looting bots config. In multiple previous versions it was working as intended, I saw no loot spawned on scavs with ALP enabled however on v5 I am. Also the only config change in ALP that I make is the one to enable custom trader item integration.
DewardianDev Author
For now maybe try turning off loot changes as well.
I'll look into it.
If you have forceCached on, or an error is detected and it is automatically turned on, your bots may still have loot.
SiulSC
ah yes, my favorite mod now has configurable scav loot
c0du
Any fix for game freezing at the start of a raid?
DewardianDev Author
I've not seen that.
Likely a mod conflict.
c0du
The user @kptnstabbin mentioned it below.
@NotBen_2 mentioned it on Apr 13th 2024 and you responded saying it could be strictTiering.
"This is likely caused by turning off strictTiering (which was off by default in the last release).
It makes the JSON that each PMC generates with larger meaning a hang on raid start."
Also you mentioned it in patch 4.1.0:
I've also seen a few Discord discussions about, where users have removed everything but ALP, and it still causes the raid start lag/freeze for 10-20 seconds.
It wouldn't be a problem if you're playing solo, but I have a big friend group and every time someone starts a raid, every single person gets frozen for 10-20 seconds while actively in a raid.
I just want to clarify that I love your mod and I respect the time and effort you've put in, I just want to be able to use the mod again.
DewardianDev Author
I saw this a few versions ago, I haven't seen this lately at all.
Unsure of the cause in your case.
Anything changed in the configs?
DewardianDev Author
Oh!
Alp adds a lot of potential builds to bots, bot generation is more expensive. If you are playing with Fika/swag/Sain I'd suggest reducing the default swag spawns a bit and turning on spawn limiting in the F12 menu.
That largely got me over any slow downs or jitters.
Tldr: this may be caused by swag spawning 30 bots on raid load.
Reducing that number to a manageable level relieves this.
raventemplar
Is there a way to set it up that bosses are separated from other non-pmc's in the config? Currently to use BUMA you have to disable all non-pmc's to get the bosses to use decent ammo.
Pr0Zac
not 100% sure if this is right but at the bottom of nonPmcBotConfig.json theres a big list of the bosses in brackets, clear them out and then maybe ALP wont consider them when changing values?
This isnt tested at all, ive just done it to my own config so ill let you know, kinda hard to tell the level of a boss though lmao
raventemplar
I didn't think of trying that before, I'm testing it now. I'll post again after I've done a few raids and see if it makes a difference while using BUMA, it's usually pretty easy to tell after a few factory raids if Tagilla isn't using good ammo lol.
DewardianDev Author
That's the case. Or just comment ot the all bosses bit.
Or you can use alp to give bosses or other bots better ammo.
Pr0Zac
Hey thanks heaps for this mod, truly brilliant
was just wondering, I get the undefined properties bug about some magazine generation, how I would properly remove the item thats bugging it, I've had a many day long google to try find the solution, so thought I might just try here, I'm sure you've been asked this 1000 times already haha
I also noticed that when using forced cache to fix it, in the console it doesnt mention anything about detecting lootingbots, how does it change ALP if lootingbots is detected or not?
Cheers
DewardianDev Author
forceCached it used if you have a mod that breaks ALP.
With forceCached on bots will still have heir regular loot.
A new version is coming out soon that should help with this predicament.
DewardianDev Author
Version 4.3.0
Major Release
Can be turned off in the config file.
Enjoy!
gemini
This mod is great! I have a suggestion, and if this is already implemented and I'm just not utilizing the functionality, comment to let me know I'm bad at reading the documentation.
Max Items Allowed:
What: The blacklist disallows bots to use certain items at all, but this functionality being suggested would limit the amount of "x" item a bot can spawn with. Such as ammo, grenades, weapons, medical.
Why: Higher level bots are running multiple 60 round mags full of super rare rounds. At most a full mag or two, with the rest being lower tier ammo, would be more realistic. Also seeing lower level bots occasionally running higher tier ammo in a mag would be good. Ideally, these bots have mags of mixed ammo (higher tier top load, lower tier bottom load). Or, also would occasionally allow hatchet/pistol runners at any level.
Caveat: SMG/PDW weapon builds on live EFT often enter raid with many mags full of flesh rounds, this is the only time I really see high-value ammo in a lot of mags.
Anecdotal Info:
Beyond the ammo example in the "why" section, I also had another problem where bots were constantly bringing in the same three medical items (Grizzly, Surv12, 400hp IFAK). I rarely see these items as loose loot/on players in live EFT as they're usually in the SC, but one raid in particular I had about 5 Grizzlys, 5 AFAK, and 7 Surv12, all with full use counts.
Ideally, these items would be rather rare as on-bot loot and even have a low amount of uses remaining. I've blacklisted these items to prevent being over-saturated with higher tier medical loot, but a better work around would be good too.
DewardianDev Author
Max items is currently a value set internally.
I could tone back the quantity of ammo brought in, but these values are relatively complicated. And need to be calculated per pmc level tier.
One could change the scav quantities today in the advanced config but no help will be offered there..
Adding more mags for specific types of rounds is not currently a possibility with this algo.
The medical issues you describe were a side-effect of 3.8.0 adding those items to default pmcs.
I have amended that with the most recent release.
If you are still seeing those items, that is bizarre.
The above could very well be possible.
I'll look at this.
fahrraddieb
does this work with bot spawning from questing bots or do i have to deactivate it ?
i see in the console some info about "Algorithmic Level Progression detected, updating bot spawns"
without further infos
DewardianDev Author
It works with both questing and looting bots.
It is specifically designed to work with both.
HDJohnny
Dewardian...The link can´t be open.
FemboyFurryMaid
latest version is bugged so you need to roll back 1 version, thats stated at the top of this page
DVEv_l
cant open link
FemboyFurryMaid
latest version is bugged so you need to roll back 1 version, thats stated at the top of this page
kptnstabbin
Is it normal to get a 20-40 second freeze/lag at the start of a raid? I feel like it started doing that when I updated from 3.8.0 to 3.8.3.
Mod list
Lulung
TypeError: Cannot read properties of undefined (reading 'push')
TypeError: Cannot read properties of undefined (reading 'push')
at ProgressionChanges (Z:\381\user\mods\DewardianDev-AlgorithmicLevelProgression\src\LoadoutChanges\ProgressionChanges.ts:434:64)
at AlgorithmicLevelProgression.postAkiLoad (Z:\381\user\mods\DewardianDev-AlgorithmicLevelProgression\src\mod.ts:23:51)
at PostAkiModLoader.executeModsAsync (C:\snapshot\src\loaders\PostAkiModLoader.ts:69:46)
at PostAkiModLoader.load (C:\snapshot\src\loaders\PostAkiModLoader.ts:33:24)
at ModCallbacks.onLoad (C:\snapshot\src\callbacks\ModCallbacks.ts:33:41)
at App.load (C:\snapshot\src\utils\App.ts:57:26)
TypeError: Cannot read properties of undefined (reading 'push')
TypeError: Cannot read properties of undefined (reading 'push')
at ProgressionChanges (Z:\381\user\mods\DewardianDev-AlgorithmicLevelProgression\src\LoadoutChanges\ProgressionChanges.ts:434:64)
at AlgorithmicLevelProgression.postAkiLoad (Z:\381\user\mods\DewardianDev-AlgorithmicLevelProgression\src\mod.ts:23:51)
at PostAkiModLoader.executeModsAsync (C:\snapshot\src\loaders\PostAkiModLoader.ts:69:46)
at PostAkiModLoader.load (C:\snapshot\src\loaders\PostAkiModLoader.ts:33:24)
at ModCallbacks.onLoad (C:\snapshot\src\callbacks\ModCallbacks.ts:33:41)
at App.load (C:\snapshot\src\utils\App.ts:57:26)
I have this red error...
Reyson
DewardianDev, please support the import of the added bot types in your wonderful mod. For example, the Punisher mod adds new bot type "punisherboss",
and the ALP ignores this