ALP - Algorithmic Level Progression 5.4.3

Please do not ask when mod authors will update their mods to 3.10 or if they can upload older versions of their mods.
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 5.4.3

    Small feature update

    • Reduce overall nonPmcBot gear pool size (increased performance).
    • Increase nonPmcBot equipment randomization a bit (should help with Toz/3m/quest related gear later on).
    • Prevent nonPmcBots using boss gear (or bosses using other bosses' gear)
    • Significantly update sniper equipment and weightings.
    • Update backpack weightings (should help with scavs over preference with certain very heavy large raid bags).


    That's all for now!


    8) :thumbup:

  • Version 5.4.2

    Small Update


    • Fix bug with pmc loot not being removed when looting bots installed
    • Add per level weapon weighting to all nonPmcBots
      Bots will use appropriate weapons for appropriate maps.


    That's all for now.

    8) :thumbup:

  • Version 5.4.1

    Small Update


    • Remove zombie magazines
    • Remove broken mxc magazine
    • Remove scabbard weightings


    That's all for now.


    8) :thumbup:

  • Version 5.2.2

    3.10 UPDATE


    • Rewrote nonPmcBot equipment distribution
    • Added expanded equipment [pool to all bot types in the game, including bosses, guards, zombies (if using MOAR), configure or delete entries via the nonPmcBotConfig.json, or just turn off nonPmcBotChanges in the config if you only want pmcs to have tiered gear as you level.

      This has the following effects to gameplay:
      • This adds gear to bosses like Rashala whom in normally has nothing, meaning it makes Rashala a bit harder.
      • This adds worse gear at lower levels to other bosses too, so you a bit of an easier time with the harder bosses at lower levels.

    • A whole bunch of small bug fixes.

    Still to do:

    1. Make all bots prefer certain weapontype for appropriate maps (done for pmcs long ago, working on it for the rest).
    2. Find and remove the zombie 9999 magazine pistol.. (happy hunting).



    That's all for now.


    Have fun! :sleeping: :thumbup:


  • 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 5.4.3

    Small feature update

    • Reduce overall nonPmcBot gear pool size (increased performance).
    • Increase nonPmcBot equipment randomization a bit (should help with Toz/3m/quest related gear later on).
    • Prevent nonPmcBots using boss gear (or bosses using other bosses' gear)
    • Significantly update sniper equipment and weightings.
    • Update backpack weightings (should help with scavs over preference with certain very heavy large raid bags).


    That's all for now!


    8) :thumbup:

    Thumbs Up 1
  • How does this mod work with the Fika dedicated host? Will it weigh the bots loadout based on all players in the raid, or the player that initiated the raid?

  • So I have a weird thing going on that I can maybe attribute to this mod. I don't know the ins and outs so don't shoot me if my comment is room temp IQ. Me and a buddy shot a scav who had 4 labs keycards on him. Additionally, every single bot I have killed has a Residential Lab Card on it. I only am saying it here as it begs the question: Does this mod in some way effect what loot the bots spawn in with?

    • It can, but shouldn't be doing anything like that, it sounds like a mod conflict.
      Turn off scav loot changes in the nonPmcBotConfig.json.

    • I'm also experiencing Residential Lab Card on pretty much every bot.

    • Must be a mod conflict. I am not.

  • Thank you always for creating such a great mod. I have a question:do bosses affected by ALP equip their "original" gear when I reach a high level, or do they continue to use the randomly assigned gear set by ALP? I'm fine with either way, but I'm just curious about how it works.

    • Bosses use better gear (including their own which is often considered "best" as they get higher level.

      So a mix of both I would say.

      One thing I do in my playthrough is [0,0] out bosses face/helmet values.

      This just makes them much more recognizable.

    • Thanks for the reply!

      Heart 1
  • Very interested in trying out the mod! I wanted to ask if this is compatible with the Realism mod and/or if you would recommend using this in combination with that mod?

    • Realism has a finger in everything every mod is doing.


      So to make it compatible one would need to turn off Realism's bot changes, which isn't how the author wants you to play it.


      Many do this, but it's up to you.

    • I went ahead and installed it just to test it out after posting my question and I unless Realism is doing something similar that overwrites your mod, it seems to be working great! I am noticing that loadouts seem pretty equally matched and has made for a lot of fun gunfights. Thanks for the response and the mod!

      Heart 1
  • Hello!

    I am very new to SPT and I'm having difficulties figuring out enemies when going as SCAV.
    Now I was wondering if there is any way to rewire your mod so that all bots always wear armbands of specific colors (for instance Bear always wear bright red). That would make them easier to differentiate for beginners like me :)
    I have tried understanding the files of your mod in the source code but unfortunately I'm not very good with that (though willing to learn).

    If you could nudge me in the right direction I'd really appreciate that!

    • Unfortunately not. You could add a mod of your own to do this and then place it before alp.

  • Is it possible to change what clothing is used at what level? So certain level ranges always wear the same clothing.

    • Umm bapically the higher level the bot the more clothing they get and the more likely they are to use that higher level clothing.


      Haven't touched that code in a year.

  • In the Recommended mods section, the link to MOAR is sending me to Looting Bots instead.

  • подскажите, чем редактировать эти файлы?

    • Я немного редактирую, так пару парметров тут и там. Я пользуюсь Sublime Text

  • Hello, how are you, I don't usually comment on SPT posts, but I wanted to ask a question about this mod. Is there a way to randomize the levels instead of the gear?

    I would like the mechanic that the PMCs have GEAR according to their level to remain but that in a raid there was the same possibility of finding a PMC lvl 1 or a lvl 75, I looked at the options and I didn't know very well how to modify that, any help? ?

    • If I deactivate the "enableLevelchanges" option, would the equipment work but not the level tier?

      Would that generate completely random levels in the PMCs?

      Sorry for the stupid question, I speak Spanish and I'm pretty new to SPT

  • I just started a new profile and tier 1 bots are spawning with tier 5 and 6 plates at a pretty decent rate. Custom traders are still disabled (I have priscilu, Artem, Painter, and Lotus).

    • I don't touch plate chances. Doing so currently causes errors. Have to get by with vanilla for now.

  • Regarding Non-PMC Config: If I do NOT want ALP to apply to bosses, would I set each of their equipment numbers to [0, 0]?

    If yes, could I still apply ALP to certain equipment on each boss? For example, if I set everything on Shturman to [0, 0] EXCEPT for his ammo, he will have all of his vanilla gear except for his ammo choice?


    Thank you, all of your mods are peak :thumbup:

    Heart 1
  • hello, is there a way to ban certain bullets for the bots? for example, I dont want the bots to use flechette


    I found this section but I didnt understand much, I've been killed with pbp so i dont think this ban bullets


    "forbiddenBullets": {
        "3": [],
        "4": [
          "5d6e68a8a4b9360b6c0d54e2",
          "5efb0da7a29a85116f6ea05f",
          "5efb0cabfb3e451d70735af5",
          "5a26ac0ec4a28200741e1e18",
          "5cc80f38e4a949001152b560",
          "5ba26835d4351e0035628ff5",
          "61962d879bb3d20b0946d385",
          "5c0d688c86f77413ae3407b2",
          "61962b617c6c7b169525f168",
          "56dff026d2720bb8668b4567",
          "5c0d5e4486f77478390952fe",
          "59e690b686f7746c9f75e848",
          "601949593ae8f707c4608daa",
          "59e0d99486f7744a32234762",
          "601aa3d2b2bcb34913271e6d",
          "5fd20ff893a8961fc660a954",
          "5a6086ea4f39f99cd479502f",
          "5efb0c1bd79ff02a1f5e68d9",
          "560d61e84bdc2da74d8b4571",
          "5e023d48186a883be655e551",
          "5cadf6eeae921500134b2799",
          "5fc382a9d724d907e2077dab"
    ],
        "5": []
    },

  • Loving this mod. It made the early game a lot less painful, and it's keeping things interesting late game. Only thing that bugs me is that PMCs never carry a realistic amount of meds in their pockets. I get the excuse that some would carry their meds in their prison pocket, but anyone not absolutely scraping by would keep at least their light and heavy bleed stoppers hotkeyed.

  • Will adding modded clothes ID to blacklist work to prevent PMCs from spawning with them? I'd like to keep the clothing feature on, but only have PMCs to use vanilla clothes.
    p.s. putting the mod with new clothes in load order after ALP, or even before it, doesn't have any affect

    • Likely the mod in question is adding the clothes using something other than the standard afterDbLoad hook. (or whatever).
      Maybe ping the owner.
      Not a lot I can do from my end.

      Thumbs Up 1
  • “enableLootChanges": true, what is this config item modifying the drop? I don't see it explained in Overview's Configuration Options. scav's armor is too good and I often see level 5-6 armor inserts, so I turned off scav's gear!

    • The inserts are spt, I can't do too much there.
      You can reduce the armor or rig quality by changing the number in the reference.
      [0,1] << all the armor
      [0, 0.3] << only bad armor

      enableLootChanges << rewrites scav loot pool

    • Thanks for the reply, this mod is great!

      Heart 1
  • Hi! Thank you for your work!
    I performed all the steps from the installation and modified the order.json


    {


    "order": [


    "ServerValueModifier",


    "All",


    "the",


    "compatible",


    "gear/trader mods",


    "AlgorithmicLevelProgression",


    "All",


    "the",


    "creaky",


    "weird",


    "broken",


    "gear/trader mods",


    ]


    }


    And I got the following error. Maybe I'm not too knowledgeable in json syntax, or I had to modify something additionally, but I just copied your example as you pointed out, and in response to this, as I understood it, the compilation was not very successful.

    https://ibb.co/8DZWvGv

    "

    unable to parse json file: user/mods/order.json message: Unexpected token ']', ..." mods",


    ]


    }" is not valid JSON, stack: SyntaxError: Unexpected token ']', ..." mods",


    ]


    }" is not valid JSON

    at JSON.parse (<anonymous>)

    at JsonUtil.deserialize (C:\snapshot\src\utils\JsonUtil.ts:94:25)

    at PreSptModLoader.importModsAsync (C:\snapshot\src\loaders\PreSptModLoader.ts:128:53)

    at PreSptModLoader.load (C:\snapshot\src\loaders\PreSptModLoader.ts:54:24)

    at Program.start (C:\snapshot\src\Program.ts:26:35)

    at Object.<anonymous> (C:\snapshot\src\ide\ReleaseEntry.ts:19:9)

    at Module._compile (pkg/prelude/bootstrap.js:1930:22)

    at Object.Module._extensions..js (node:internal/modules/cjs/loader:1435:10)

    at Module.load (node:internal/modules/cjs/loader:1207:32)

    at Function.Module._load (node:internal/modules/cjs/loader:1023:12) Mod loader: In the order file.json errors found, STANDARD LOADING ORDER WILL BE USED





    Could someone tell me what I did wrong and where I went wrong? :)

    • The load order example I gave was just that. I suggest using a load order mod.

      Like this

  • Has anyone tested this with Fika? Wondering if it works for multiplayer.

    • It works great.

      I play all of my mods on fika

    • Awesome! Thanks!

  • Just wanted to voice some totally subjective frustration here. In theory this was so cool to me. But I cannot tell you how many scav runs I've died in because I hesitate my first shot thinking the PMC in front of me is a scav because of their clothes. Skill issue, I know, but sooo frustrating. Thank you for your hard work on this mod.

    • You can turn off scav changes. Just delete assaults ref in nonpmcbotconfig

    • Thank you for your response! Could you give me a brief rundown of what exactly turning off scav changes would do? I want to make it so that PMCs look more like PMCs.

    • Oh that? Yeah kind hard to do.

      You can reduce all of the randomness configs.


      Turning off Scav changes or just making there gear changes all read [0,0], in the non PMC bot config, will make it so they keep the alp weighting (understanding what is good from bad) but don't get new gear.

      Heart 1
    • I was able to find an override in SVM that diabled low gear leveled PMCs. This allowed me to keep all the other awesome features of your mod but make PMCs more distinguishable. Thank you for the explanation. Cheers.

  • The modification (AlgorithmicLevelProgression-5.4.3) is missing the package.json file.

    i get this error in the server console

  • I'm having an issue where I'm running into a lot of Class 5/6 plates and multiple thermals and I'm only level 5. I can also confirm (on Factory at least) that lots of the bots carry impact nades. Seems to be working apart from that, everyone is using shit ammo at least.

    • The plates should be randomly weighted lower in general. (That's largely spt/tarkov I've done my best there).


      There may be a new thermal I need to blacklist...

    • I'll look at removing impact nades in next release.

  • i want pistols in factory only so i change the map specific setting and change all other weapons to 0 but still im getting shotguns and everything else? im pretty sure this used to work????

    • This works for pmcs, likely not completely with nonPmcBots.

      You also likely want to turn down randomness settings.

  • can you make it so bosses are not effected

  • is it recommended to fresh reinstall mod rather than to just update with every new update?

    • Generally, with alp it shouldn't matter though.

  • > This makes certain bosses harder (Rashala) in the beginning, and others easier (goons).



    Yeah I'm not too sure about that xP (this is Birdeye with a Tagilla mask) :P



    Cool mod though, disabling the boss part of it now I know it can do that though :(
    U5RZDag.png

    • Lol..
      He has bad armor though.
      The idea is bosses should be a little easier earlier game.

      And with Sain, the quality of gear affects their AI.

    • I am going to fix this in latest.

    • See update.

  • I'm lvl 21, I still haven't finished skier's "Supplier", do scavs spawn with a toz 106 anymore when I am this level? I can't seem to find any.

    • They can. Go places like GZ and factory. You'll see more shotguns.

      Also weapons crates.

  • Is there any way I can remove the bots ability to have any RGN and RGO impact grenades with 3.10? They all seem to have them even though you can't buy them off the flea or by traders. And when I say all of them I really do mean all.

    Thinking 1
    • It's definitely not all, sounds like you died and are frustrated.

      They get the better grenades at higher levels.
      I can tweak it so they don't.
      But nothing you can do at the moment.

      Thinking 1
    • @DewardianDev - I'm having the same thing happen to me like it has for NinjaKid. Majority of the AI have impact nades or flash grenades. I made a new profile the other day and died 27 times to impact nades and I am only level 8. As soon as I get within close proximity to scavs or pmcs they lob an impact nade right where I'm at which can be annoying at times but I keep my gear if I die so it's not too impactful on gameplay.

  • So I have a question, do pmcs mods their guns ?

    If so are there presets or also random ?

  • Hi. Im back but from other side lel. I noticed one interesting thing. After installing this mod bots stopped to loot. Feels like "Looting bots" was retired. Is there any chance the loading order makes sense?

    • I checked the last update in case of u will say about it. For example, I play a lot of Labzzz and bots doesn't want to loot there even they got enough "free" loot around'em

    • Make sure the server mod for looting bots is before this if you have removed loot from bot via the looting bots server config.


      You should see this in the console if done correctly:


      [AlgorithmicLevelProgression] Looting bots detected, removing pmc loot

      [AlgorithmicLevelProgression] Looting bots detected, removing scav loot


      If you don't have those configs enabled, the order doesn't so much matter.

      ALP changes nothing with behaviour.

      Heart 1
    • Should I set to false "enableLootChanges" at config file at urs mod?

    • Only if you dont want alp to make scavs loot better.

      Heart 1
  • Version 5.4.2

    Small Update


    • Fix bug with pmc loot not being removed when looting bots installed
    • Add per level weapon weighting to all nonPmcBots
      Bots will use appropriate weapons for appropriate maps.


    That's all for now.

    8) :thumbup:

    Thinking 1
    • It seems like some files are missing? I encountered some errors when starting the game:

      Error: ENOENT: no such file or directory, open 'D:\EFT310\Client.0.15.5.1.33420\user\mods\AlgorithmicLevelProgression\src\refDBS\assault.json'

      Thinking 1
    • I created a folder named refDBS at the error location, and the error disappeared.

    • oh dear.

      one sec

      Will reupload.

    • Re-uploaded, anyone else getting that please just download the file again. It has been replaced.