AQP - Algorithmic Quest Progression 1.0.0

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Revamps quests with algorithmic difficulty scaling per trader, prioritizing rare quests early. It swaps Gunsmith tasks for configurable kill quests, balances rewards, and simplifies end-game content. Highly customizable for a fresh experience.



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  • 3.11 released - MOD HAS BEEN REWRITTEN with much of the same old code.

  • this normal? its the first mod loading

    • i had this error msg too

      got rid off it by removing acidphantasm-refsptfriendlyquests cause it modifies the quests with REF which this mod dosnt like at all


      its says on the main paige under compatibility



      Compatibility:


      Load before custom traders in the load order.json


      Good with all things except modded quests?
      it should work normal after removing refsptfriendlyquests mod

    • Indeed.

      Acid phantasm is amazing though so I may look at compatibility in the future.

      Thumbs Up 1
  • I have a release candidate for 3.11, pending any bugs, this will release soon.

  • work on 3.11?

    Thumbs Up 1
  • How does the "killQuestCountModifier" value work? The numbers don't make sense to me.


    For example, Punisher Part 1 required kills at the following values:


    Default = 15

    0.95 = 7

    0.9 = 7

    0.8 = 6

    0.5 = blank (one kill?)


    Can it only change the number of kills to be halved or lower? For example at 0.8 I would expect it to become 12 kills.

  • Hi, I am using lotus which contains some 'gunsmith' quests, since the mod only checks quest type and quest number before converting these quests, different weapon assembly quests got same quest id hence the same progress and wrong description. I checked quest name and changed questlist index correspondingly to mend this but it's kinda 'dumb' cuz this is mod specific instead of a universal fix. I wonder if you bother to look into this and make an official update.

    Anyway, finally can enjoy doing gunsmith with this mod, cheers.

  • There is a small bug with the local id not being stored correctly, I may go fix that soon, for now if you restart your server and the gunsmith description is a bunch of numbers, that is why,

    This doesn't effect the funtionality of the mod.

  • Hi, great mod !

    What do these configs do ?

    baseQuantity and countMultiplier

    Thanks for you mod !

    • baseQuantity = number of base gunsmith kills

      count multiplier = number that is multiplied with gunsmith number.


      You can turn on debug to see the effect, but an example

      baseQuantity 4

      countMultiplier 1

      gunsmith 5

      4 + (1*5) = 9

      9 Total kills for gunsmith 5


      mwha ha ha ha ha :D (Drac ref)

    • great thx, maybe you can add gunsmith in the config property names

  • wow a great idea. I might do some quests now lol

  • Do you have to complete the givin amount of kills in 1 raid to complete the Gunsmith quest?

    • You shouldn't. You may get that behaviour if there is a mod conflict though. Try changing the load order if you do see this

    • i don't know if Murders_Inc828 is having the exact same issue but on my part, the progress saves between raids but seemed overridden on server start.

    • Yes, it's my error. It does not reset on every raid or death but it resets after everytime I restart the server. I just disabled it for now.

    • I tried moving around this mod in the mod order. I put it first, last, middle and other places but I couldn't get it to not get overridden on server start.

    • for a workaround you can use Skipper mod to skip it when you know you killed enough.

  • Can I use this to just change requirements? Like kill quests to different specific weapons or weapon types? (I've wanted to do a Pistols Only run for a while)

    • No. This mod doesn't do that.

    • ah darn! i've been looking everywhere for a way to modify quest requirements to do this. This seemed so close! thanks for the reply though!

      Thumbs Up 1
  • im getting this error
    https://imgur.com/a/VgdDep7

    • its also breaking my flee market, not letting me sell any items

    • Likely related to a bad config change

    • Getting the exact same error on my end

    • You have VCQL installed, and custom quests.
      Make sure to put this before any other quest mods in the load order.

    • same error here, even with putting this mod at the top of the load order


      i believe it's the Viper mod in my case, uninstalling all files relating to it has ceased the errors

      Thumbs Up 2
  • There is some debug code in this release, reuploading shortly

  • Thank you so much for the update! This one is essential! <3

    Heart 1
  • Working on updating most of my mods now.

  • This mod is one of my essentials.
    10/10
    This mod handles what 5 mods does now for me!
    Cant wait for the update! <3

    Heart 1
  • Amazing mod, thank you so much!

    Heart 1
  • For "itemRewardModifier" how does it work with single item rewards and unlock rewards?

    If I set it to 0.25, and the reward is 100 bullets, ok I get 25 bullets instead, makes sense.
    What if the reward is an Item Box?
    Do I get an item worth 25% of an item box, or do I get a dice roll to have a 25% chance at getting the item box?

    If I set "itemRewardModifier" to 0, will it still unlock items for sale if the reward is an item unlock, or will those be disabled as well?


    Sorry for asking weird questions

    • The item reward multiplier effects items, not unlocks. The lowest denomination is 1. It won't eliminate or reduce below that.

    • Makes sense, thanks!

  • In the config which is vanilla STP value? 0.7 or 1? Thanks

  • This is perfect, I've always wanted to reduce quest XP to make raids feel more impactful on leveling. Awesome!!

    Heart 1
  • I was sold the second I saw the thumbnail

    Heart 1
  • Amazing work!

    Does this affect Daily and Weekly Quests too?