Bothering mod authors will lead to warnings and repeat offenses will lead to eventual bans.
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Version 5.2.0
- DewardianDev
- 22k Downloads
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.
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Version 5.1.1
- DewardianDev
- 4.4k Downloads
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
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Version 5.1.0
- DewardianDev
- 1.4k Downloads
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!
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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
- 2.1k 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!
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Version 4.2.2
- DewardianDev
- 2.3k 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
- 1.5k 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
DewardianDev Author
Version 5.2.0
The "REVERT!" update
That's all for now, HIGHLY recommend update if on versions 5.1.X, previous versions contained a bug.
ForeskinJohn
just wanna add that everything works fine with qbots as of this version now!
S13NDR_M4N
Same as of now- even without forced cache
DewardianDev Author
Awesome.
NinjaKid225
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?
Echo Congo
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.
Echo Congo
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.
Chazu
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 :
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:
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
CDune23
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....
PierreDunn
Its swag+donuts bug, not this mod
CDune23
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.
Hexyteron
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?
Foreiinas
Well do what it says to do, disable Realisms bot progression if you want to use ALP lol
Fontaine
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
Gytisssltu
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.
GhostxFx
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
Kumalo
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
iStrong
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.
Valerion
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?
Veinless
Which is the last version that still worked on 3.8.3?
NinjaKid225
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?
Randmaa
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!
thegiggitybyte
How does this mod work with fika? Will it weigh the bots loadout based on all players or the player who is hosting?
Klinwood
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.
Honyebagar
how do istop scavs from spawning on labs? they dont spawn until i start using this mod
sain_den
Hello and thanks again for great mod!
So here what I've figured out and tested:
1.Now, after i changed my load order, it works fine for me. (first - all weapon mods, then - ALP, then - other mods).
2. But it looks like the game tries to call the Bot Generator method too early (before countdown) and I see "error" message at server at the beginning of each raid. But it just works fine so I don't care, Tarkov is cursed after all.
3. Custom Clothes and Heads mods are not affected by load order, but I've configured them to work fine with ALP, so I don't care.
4. Turning OFF Clothes feature of your mod breaks "Gas filter patch for ALP" mod for me, author of that mod has been informed by me.
voltic
For anyone wondering about the spawn issue with S+D and apparently ALP.
I can confirm a fix for me. Even with a big modlist, setting the option "Min distance to other bots" to 0 in Donuts F9 menu has fixed my boss, rogue and sniper scav spawns 100% of the time. I tried to play around with the raid start delay (tried 10s from 60s down each) and got mixed results, so I left it at 60. I now have 80% consistent spawns.
ALP did not interfere with this at all.
Enthrall
Thanks for the comment. Unfortunately this fix doesnt work for me after some testing.
Eisenhower
Hey, smtg dont work for me, im level 10 and facing people with level 23 and 45.
Heres my Load Order:
{
"order": [
"Shardbyte-LiveBitcoinPricesREDUX",
"BRNVG_N-15Adapter",
"ChooChoo-TraderModding",
"cj-removetimegatefromquests",
"DanW-SPTQuestingBots",
"DewardianDev-MOAR",
"DrakiaXYZ-LiveFleaPrices",
"ExpandedTaskText",
"FinsEerieSilence-1.6.0",
"IhanaMies-LootValueBackend",
"Jehree-GildedKeyStorage",
"lua-autoprofilebackup-1.5.0",
"mattdokn-fpsunlocker",
"maxloo2-betterkeys-updated",
"MoreCheckmarksBackend",
"MoxoPixel-ASS",
"MusicManiac-GigachadWorkout",
"MusicManiac-LessRestrictingHeadwear",
"raid_review__0.2.0",
"rairaitheraichu-ammostats-3.1.2",
"revingly-biggerkeytool",
"sheepy-simpleseasonselector",
"Skwizzy-LootingBots-ServerMod",
"tyfon-uifixes",
"Virtual's Custom Quest Loader",
"ServerValueModifier",
"zSolarint-SAIN-ServerMod",
"AlgorithmicLevelProgression",
"SerWolfik-Heavy-Troopers",
"zzAlternativeTraderPics"
]
}
thanks 4 help
Eisenhower
didnt changed anything in settings btw
4nub15
Last time I used this mod I had issues where all the bots had AP ammo once I was high level.
Was looking through your config options on the mod page and also through the files, couldn't pinpoint where to customise the ammo blacklist or chance to spawn with high tier ammo.
Love the mod, Would extra love it if I could control how much AP the bots have access to.
jokez80
Hi DewardianDev, I've noticed that ALP in combination with SWAG/Donuts is causing boss/rogues to not spawn. specifically when "enableProgressionChanges"=true. I tested this on a fresh install with the following mods: Looting bots, questing bots, SAIN, SWAG+DONUTS, ALP. Also tested with just SWAG+DONUTS & ALP, and bosses don't spawn either. are there logs or a debug mode I can use to check what the issue is? Thank you!
TheScarabaeus
Did you solve the issue?
cosmiccowboy
Its definitly this mod stopping bosses from spawning, ive tried every other updated bot progression mod and they spawn the bots, this is the one that stops them.
black_rose
Will Algorithmic Quest Randomizer ever come back?
sain_den
Hello. Thanks for the good mod, and update, it's must have for me now.
Can you please write if i can disable using of custom head parts, clothes etc.
I have WTT W.A.A.C. (WOMEN'S ADVANCED ASSAULT CORPS) and now almost all pmc in raid have custom heads.
I've tried to move you mod before and after WTT W.A.A.C, included heads in blacklist. Nothing works for me for some reason.
Anyway, thanks for good mod!
DewardianDev Author
Use the load order.
Mods after alp won't have their content added.
Or turn of clothingChanges in the config.
sain_den
My bad, I accidentally have been correcting configs in another folder and was wondering why it doesn't work .
So set clothingChanges to false works for me (need a bit more testing. heads are clothes? ok ).
But for some reason for this specific kind of mods (that adding heads) load order does not work.
And additional info: when I tries to test your mod on dev profile, I get errors. I think it's because bot generator can't understand level and experience value of this account. Works' fine for me on any other profiles. It's not bug, maybe it is problem with my setup of mods, but maybe people should be warned not to test this mod with dev profiles (if it is not my mods setup specific problem).
sain_den
Nope, errors can happen regardless profile I'm using. I will try to move mods up/down at load order and do some testing. I will write after about results
sain_den
Looks like moving all at the bottom of load order fixed issues, but need to test more:
"AlgorithmicLevelProgression",
"SPT-Realism",
"FilterPatch"
]
}
But now Filter patch stopped to work , but this question is for another mod page
sain_den
Still having errors when try playing at "dev" profile, 69 lvl, no bots spawn:
"TypeError: Cannot read properties of undefined (reading 'experience')"
Other profiles works well from time to time
GlitchOG
Question for the NonPMCbotConfiguration
i tried changing the Assault and marks to have a chance of 0% for level 6 plates as i see Scavs with like a low tier armor but T6 plates and freshly starting at level 1 or 2 i cant pen that.
am i changing the wrong configuration? and also does disabling lootchanges disable PMCs as well? or just scavs and the nonpmcbots?
DewardianDev Author
Plate's weightings aren't implemented well yet, they are experimental. A limitation of the last version of SPT, I haven't looked into it yet.
You are seeing default SPT behaviour.
Loot changes are only implemented for scavs.
ImBenCole
Hi, im playing hardcore & barter only traders, will this only pull guns etc from traders for pmcs or does it work in another way, TY!
DewardianDev Author
If you are playing with a hardcore mod, use "forceCached" in the config
ImBenCole
Thanks Dew appreciate it!
stonecold913
This mod edits the loot weights right? would this have a compatibility issue with pitty loot?
DewardianDev Author
You can just turn off my loot changes if you have another mod with loot
Check the config.
stonecold913
thank you, that should make things easier
GI Chan
Hey, I'm lvl 29 now but I'm still seeing PMCS with warmageddon and UN armor that I've been seeing since the start. I'm going to try and swap around the load order and see if that fixes it at all but its still a little weird, I have some 55 server mods but I kept the filename the same as it was when I installed it instead of swapping it around.
DewardianDev Author
Being level 29 does not mean you won't seen people with UN armor, it just means you'll see less of them.
If you don't want to see any low levels, you can customize the balance in the config.
GI Chan
Ah okay, but I haven't seen anyone with like a trooper vest or something like that but they'll put class 5 armor in like a kiriska but still use hollow points.
Dingchavez90
Hi mate, thanks for the mod. I had some issues spawning the bosses with it so at the moment I play without ALP but if you manage to determine what's wrong (I know that some people have no problem some have...) I'll reinstall it right away! Cheers.
Bushy
Hey mate, forgive me if this is something that has been posted before.
I have Bosses Use Meta Ammo, Bosses Have Lega Medlas and Realistic PMC Weapons installed at the moment, but I'd like to use this as well, if possible. I know that the ammo can be disabled in the config, but will I run into any major compatibility issues if I run them all together, and what should I do to avoid this?
Cheers in advance.
DewardianDev Author
Place this before those mods in the load order.
Bushy
Legend. Thanks, man. ♥
Hakad
Great mod! the only bot loadout mod that efficiently add custom items to bots so far IMO. But does ALP draws item pool from player's currently available trader? I've been using Path to Tarkov mod where most trader is locked behind a location, I observed that bot almost always use very limited selection of gear due to most of trader are locked.
If above is true then I might need a hand on where should I change in files, so I can make bots choose items from all trader whether locked or not and within a trader standing restriction.
If not, then please disregard everything I said, thanks!
DewardianDev Author
Oh... I removed the useCached option.. I can likely add that back..
Hakad
Is that related to the trader problem?
DewardianDev Author
The useCacheOption will allow you to use a cached version of the items, one not populated on game start. Meaning that you will have pmcs with their full kit.
They won't be broken because of Path to Tarkov.
DewardianDev Author
actually I didn't remove this.
in the configs. Turn on
"forceCached": false => true
Hakad
After couple days of testing I think it's solved! although I still didn't see all lv.1 weapons from bots but it is diversified enough and not seeing SKSs everywhere is a godsend (although VPOs are getting very common). Thank you so much for the mod and support!