Featured Algorithmic Level Progression 2.0.1

Pmcs 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 2.0.1

    Small Patch

    • Fix Night/Day time loadouts hopefully :/:/X/

    That is all

  • Version 2.0.0

    Major Version Update!! Woot!

    • Complete gear/weapon weighting Rebalance/Rewrite
      Lower tiered gear is given a much higher weight penalty to higher levels
      This means that any given bot is much more likely to use the "correct" tiered item.

    • New config option "increaseTierStrictness"
      By default this is off, this basically adds a greater penalty to lower tiered gear.
      Effectively increasing "meta-ness", and the effect of the above rebalance.
      This can be combined with the "equipmentRandomness" to create different levels of meta.
    • The config option "equipmentRandomness" is now much stronger.
      Increase it to see dramatically less "meta" gear, more hats, more random stuff.
      Keep values between 0 - 100 for sensical gameplay.
    • Fixed a number of issues around certain ammo being unlocked too early for bots.
    • Fixed issues with g-36 variants not spawning with live-like sights.
    • Fixed a number of issues with med kits
    • Increased backup ammo in bot secure containers.
    • Ensured bots have backup meds in their secure containers.
    • New config value for Pettan "applyInternalPMCBlacklist"
      This is basically just to stop him bugging me about it. :D  
    • About a hundred other things I've forgotten or don't care about enough to mention


    Still to come: Re-introducing large magazines now that 3.7.0 handles magazine mixing so elegantly.


    ENJOY!


    8):thumbup:

  • Version 1.3.2

    Small Update

    • Fixes smgs using optics
    • Helps prevent sniper/marksman rifles to use more appropriate scopes.
  • Version 1.3.1

    Major Release


    New features:

    • Night/Day loadout changes

    • Map specific weapon weightings
    • Map specific scope weightings
    • First pass at Labs specific loadout changes
    • Lots and lots of balancing changes


    New Install Order Recommendation!!!!:

    • When installing ALP, Add it near the top of your load order
    • BE SELECTIVE of mods you add before ALP in the load order,

      mods that add weapons/attachments are the most likely cause of errors with ALP.

    Feedback needed

    • On new balance weightings, night-time loadouts, labs EVERYTHING!


    There may be bugs.. This is a brand new release!

    Tell me if you see them and you're sure it's ALP (not the other 100 mods you installed).


    As always, have fun! 8):thumbup:

  • Version 1.2.7

    Minor update:

    • Rewrote how clothing leveling is tiered so that there is a higher likely hood of "Sets" being worn together.
    • Confirmed that DRIP is still fully supported!
    • Added Sanitar's medkit to internal blacklist.

    That's all for now.
    Have fun ;):thumbup:

  • Version 1.2.6

    Minor fix:

    • Fix looting bots compatibility.
      PMCs should have much less loot when removePMCLootForLootingBots is switched on now.
  • Version 1.2.5

    Bugfix (hopefully):

    • Revert 1.2.4 error caused by increasing bullets in secure containers far too much ?(.
  • Version 1.2.3

    Bugfix:

    • Fixed clothing level changes not being applied!
    • Added a few more heads/hand options for usec/bears
  • Version 1.2.2

    Bugfix:

    • Fix high levels bots potentially spawning with golden balaclavas... :D8o
  • Version 1.2.1

    Small bug fix:

    • Fixes weird pocket sizes on pmcs due to 5th tier bots having access to "pocket size items"...


    That's it for now!


    Have fun! :thumbup:

  • Version 2.0.1

    Small Patch

    • Fix Night/Day time loadouts hopefully :/:/X/

    That is all

  • Why does every pmc just have rgn hand grenades now?

  • https://imgur.com/a/fZJNpvv
    Why it is impossible to enter more than 1 item id in the custom Blacklist. If you enter 2 or more, an error occurs in the console

  • Hi !

    First thanks for your amazing mod. It's pretty big and you put a lot of effort in it.

    As far as i understand it it's using weigth chances to determine bot loadouts. My question is : Could we make them use custom presets I made ? and If we can how to do it ?


    Thanks in advance for your answer and keep up the good work !

  • Is there a way to tighten bot loadouts to match players current level? I know it should theoretically work, but maybe there is a way to minimise the deviation? I am lvl 13 and I have been seeing a lot of PMCs with decked out M4s and rocking full wests of 60 rounders mags… I’ve read the description, but I wonder if I missed particular setting in the config…. Thanks!

  • Say I'm level 35 on my PMC, when playing as a scav which is level 10, I'm only getting the same tiered bots at my level instead of 35 like it is on my PMC.

  • I have weird issue with Boss loot generation. Bosses and their guards fail to spawn items inside of backpacks and always have empty backpacks, with this error inside of server log:

    debug: Failed to place item 3 of 5 item into bosssanitar container: Backpack, 4 times, skipping

    debug: Failed to place item 3 of 5 item into followersanitar container: Backpack, 4 times, skipping

    also Sanitar generates no other loot except mags for weapons inside pockets (pocket size 2), havent seen him with anything else or different pocket size (10 kills)


    There is another issue with generation for Shturman - sometimes spawns with pockets size 2 and only mags, no other loot (4kills/12) and quite often with pockets size 3, where he actually has loot, but thats another weird issue, he spawns 3-4 keys to his stash, rarely anything else.


    ALP is the only mod I use that affects bot loot generation.


    Modlist

  • Very interesting job!

    I hope to see

    "Hahaha FUXK SHITGAME" so only uses pistols/melee weapons despite being high level PMC

    AND

    "Oh, a new game!" newbie player (Although others have started to go on the rampage wearing 6B43

    undefinedundefinedundefined
    *ues to Google Translate, hope not to much error

    • I encountered some strange problems


      When I was at the factory, I saw a PMC carrying Tagilla's scythe, which confused me.

      And I saw an empty-handed PMC before, but in fact it had an AUG in the weapon slot.


      I think in my mod list only this mod is related to the weapon pool


      This is my mod list:

      1、ServerValueModifier (Oraceon's FairAndBalanced Preset v1.5.4 (Hotfixed))

      2、DrakiaXYZ-LiveFleaPrices

      3、Skwizzy-NoDiscardLimit

      4、MC-TALK

      5、SWAG

      6、zSolarint-SAIN-ServerMod

      7、zzDrakiaXYZ-Waypoints

      8、DanW-SPTQuestingBots-0.2.10

      9、DewardianDev-AlgorithmicLevelProgression

  • Hey, this is a really great mod and I love it. I just updated all my mods and plugins after having a break from playing. Unfortunately I run into errors where no bots spawn when I use Algorithmic Level Progression with Medical SICC Case (MICC) Medical SICC case (MICC) at the same time. Both mods work without errors when they are not active together. I've already tried messing around with the mod loader order, but I still get errors and no bot spawns. I'm not much of a programmer, but how can a "case" break the bot generator :-/ Maybe you have an idea for a fix or something? I would like to use both and I remember 1-2 months ago they both worked together when loaded.


    SPT-Error.png

    • I'm not going to debug that mod specifically.


      I would guess it's likely not even that mod causing the issue from that error blurb.


      When you say that you changed the load order, adding Z's to things doesn't really do what people think.


      Make sure you are using the order.json, and get the order.json loader (can't remember the name) it makes it easier.

    • Hey, thanks for you answer.

      I just tested loading only Algorithmic Level Progression with Medical SICC Case (MICC) without any other additional Mods and this time it seems to work together. So theres anything different breaking things... Thanks for you help, I will take a deeper look into this and my mods im running. Its just strange that the errors only show up when medical case is active while using my other mods. But thanks anyway, I will have to figure out that :)

    • So after 2 coffee and scanning mod by mod of my ~50 active mods I figured out that ServerValueModifier is breaking something in my Mod setup. Loaded the default SVM preset now and everything seems to work properly again, looks like there is some feature activated in my custom preset that breaks something. But finally the mods running now, will take a look more into that SVM preset tomorrow. :P

    • Don't touch bot loadouts in svm if using my mod.

      Thumbs Up 1
  • the mod don't show up when i press f12 i have only sain ai and better looting bot installed as mod

    • This mod doesn't have an f12 menu. It's a server side mod.
      It has a config file.

  • I made a patch for Algorithmic Progression version 2.0.1 to work with Sensible Universal Weapon Mods, drag and drop it into user/mods and overwrite the file it tells you to. Load Algorithmic after Universal for maximum compatibility. - https://drive.google.com/file/…7ZwayM7V/view?usp=sharing


    No support will be given by either me or DewardianDev if you use this patch for obvious reasons.

    Heart 1
  • Is it possible for a mod user to add more tiers and make bot progression more granular by themselves in the config file, i.e add a 6th, 7th and 8th tier and shift the level brackets for the previous tiers down with probability settings for all 8 tiers in them and is it possible to set "meta-ness" and Randomness independently for each tier so low tiers are random/non-meta, high tiers are highly meta and not just as a universal modifier?

  • I think I fixed an issue with pmcs using night time kits in the day (and vice versa, checking today)

    Thumbs Up 2 Heart 1
  • still on 361, would it still work?

  • With 2.0 did you fix NVG’s daytime bug?

    • Not fixable, it's an spt/tarkov bug. Realism has it too. I may just remove nvgs

    • Try 2.0.1

    • Thank you, also is there any way to make the attachments less random? For example the other day I killed a PMC with HK416 with a green stock and tan pistol grip which I probably won’t be seeing in live tarkov.

    • Similar thints have been mentioned. Unfortunately not.

      Thumbs Up 1
    • I noticed in my game, that what seemed like a nvg in daytime bug was just me going in at 7am. I think pmc is still gearing for night time till 8 or 9

  • Hey :) I'd just like to report a few things I've found while using ALP.


    - PMC's loadouts are much more realistic thanks to this mod, however it seems on the current build, pretty much every pmc is wearing a fast mt. I'm guessing because it has the highest dura of T4, and also it's one of the lightest. USEC and BEAR are all wearing them pretty much. I left every raid with 4+ of these. It would be nice to see a wider variety of each tiers unlockable armour/helmets in use for immersions sake :)


    -PMC's are wearing NVG's with them switched on, even in daytime. 9/10 it's a fast mt with nvg's.


    Edit- I noticed your instructions on customizing the gear :D . Second issue was just a bunch of times i'd gone in at 7am i think. Fast MT still seems like a dominant pick for the PMC's though.


    - One rare bug where the AI spawns with a 7.62 Vepr but with .366 TKM ammunition, resulting in an error message every time they try to fire


    Really good mod with those little things aside, I've added it to my purist mod set :thumbup:

    Heart 1
    • That vepr bug is strange. Likely a spt bug or another mod conflicting.

    • I've seen this bug now too. I'll look at the config.

      Thumbs Up 1
  • Congratulations on the big 2!


    Do you know if it works on 3.7.0?

  • Version 2.0.0

    Major Version Update!! Woot!


    • Complete gear/weapon weighting Rebalance/Rewrite
      Lower tiered gear is given a much higher weight penalty to higher levels
      This means that any given bot is much more likely to use the "correct" tiered item.

    • New config option "increaseTierStrictness"
      By default this is off, this basically adds a greater penalty to lower tiered gear.
      Effectively increasing "meta-ness", and the effect of the above rebalance.
      This can be combined with the "equipmentRandomness" to create different levels of meta.
    • The config option "equipmentRandomness" is now much stronger.
      Increase it to see dramatically less "meta" gear, more hats, more random stuff.
      Keep values between 0 - 100 for sensical gameplay.
    • Fixed a number of issues around certain ammo being unlocked too early for bots.
    • Fixed issues with g-36 variants not spawning with live-like sights.
    • Fixed a number of issues with med kits
    • Increased backup ammo in bot secure containers.
    • Ensured bots have backup meds in their secure containers.
    • New config value for Pettan "applyInternalPMCBlacklist"
      This is basically just to stop him bugging me about it. :D  
    • About a hundred other things I've forgotten or don't care about enough to mention


    Still to come: Re-introducing large magazines now that 3.7.0 handles magazine mixing so elegantly.


    ENJOY!


    8):thumbup:

    Heart 1
  • Apologies if this is answered elsewhere but I didn't see it.
    Will I have any trouble running this mod with SWAG-Donuts, SAIN, or Looting Bots?

    Thanks in advance.

    • No, and those are all recommended pairings.

  • Version 1.3.2

    Small Update

    • Fixes smgs using optics
    • Helps prevent sniper/marksman rifles to use more appropriate scopes.
    • Happen to fix the Pumpkin Helmet issue?

    • Shouldn't be caused by me, I'll see though.

    • the pumpkin issue is not the halloween event? :D

    • It is, I think pumpkin heads aren't appearing?

      Not sure why atm.

  • Hey, I've been using this mod for a while now and I realized that these "mega chads" tend to almost run goons armor but the rigs/backpacks/helmet/ammo all seem to be absolute trash. A raid earlier I killed one wearing Killa armor but have a non modded aug and 10rnd mags, no helmet but a mask and the blue scav backpack. Is this intentional or did I mess smt up? thanks

    • They are meant to have random gear.
      I may push an update to chad pmcs up a bit and use more of their levels gear.

      Heart 1
    • ahhh icic thank you man, appreciate it

  • So I've been testing this mod out for a few days and I have a few issues. On customs on Mid-Day raids I seem to be finding a lot of people with NVG's one raid I killed 6 PMC's and half of them had NVG's. Also I don't know if its something I'm doing but on customs, I get a lot of weird loot from PMC's EX: https://i.gyazo.com/d3df0aff8a6797fd10eb786c9454373e.jpg (Side note , A lot of PMC's also have a lot of SVT-40 Snipers in customs)

    • Yeah I have to push an update to handle SMG scopes.


      It's done just not really playing at the moment.


      The nvgs daytime thing I'll have to wait.

  • Hey, there. I just wanted to let you know that I believe Algorithmic Level Progression may be interfering with the Halloween event. I am getting zero Pumpkin Heads spawning despite the Halloween Event being active. I should roughly see 1 pumpkin head for every 8 to 10 Scavs, but I have seen zero across four different maps and I'd estimate about 75 Scavs and about 9 raids. I have confirmed with people who do not have this mod installed that their pumpkin heads are spawning as normal.

    • oh! likely. Wasn't aware of that feature.

      Thanks for letting me know.

      Heart 1
  • Hi, love the mod, thank you - quick query, bots are loading in with NVGs on daytime raids? Any idea what could be causing that? Cheers

    • Daytime when? Which maps?

    • I've noticed it primarily on Reserve, but also on the odd occasion I notice it on Customs. Thanks

      Thinking 1
    • The time is from 7pm to 7 am. If you start early morning you might see this.

    • iv noticed the same thing even in afternoon raids

    • Yeah, this is a known bug in tarkov.iy happens rarely.


      I may look into if limiting the nvg use would help.



      Is this about 1 in 10 raids?

  • Would it be possible to make it so it will never remove or replace something on a stock gun if that piece is same or worse than the one already on it? Very often i find PMCs with SAG AK-545 which have the grips replaced with wooden ones, or an mk 16 or MDR which has black and FDE stock parts mixed (same stats) and so on.

    It would help make things a lot more believeable.

    • Weapon specific changes are difficult to have while maintaining randomness. I hear you, but unlikely for this to change.

  • Why does 90% of the PMCs only use G36? Kinda tired of this, actually, but I don't want to black list it. I thought the bots would use a lot of different weapons with reasonable attachments based on their level...

    Any tips of what may I do to randomize their weapon selections?

    • Increase randomness in the config to 100

  • Hey, since universal weapon mods isn't compatible with this, will it ever be?

    • It's not something I'm working on. Try installing it after this mod.

    • It doesn't work either way. The author of universal weapons mods says he thinks its something to do with your mod generating bot loadouts with infinite recursion possibilities. I don't know anything about modding so I have no clue what that could mean for compatibility.

    • Universal weapons could use a different hook that runs later on the db. That would help.


      I'm not really playing spt at the moment, so unlikely to change something dramatic to accomplish what likely a small change to their mod could.

    • Alright thanks for the feedback!

  • Does this mod affect what gear the scavs spawn with? i am finding plenty of scavs with Thor armour and ak's with BT bullets.

    • It has some small effect on what they wear, not the likelihood or weighting. Base game the bots can spawn with any of the 8 bullets for the ak platform.

      Thumbs Up 1
  • does this work with sain?

    • Yes, turn off difficulty

      Thumbs Up 1


    • DewardianDev: "
      Yes, turn off difficulty"

      where can i find the difficulty setting in the config file?

    • difficulty config


      EnableDifficulty

      Thumbs Up 1
    • Difficulty setting is in config for "MOAR" mod, not this one

      Thumbs Up 1
    • Oh yeah that.. too many comments

  • Does this work with SPT Realism mod?