APBS - Acid's Progressive Bot System 1.8.1
-
- SPT 3.11
- acidphantasm
- 50k Downloads
- 330 Comments
Bothering mod authors will lead to warnings and repeat offenses will lead to bans.
Are you tired of scavs being utterly pointless after level 20? This mod is probably for you then.
Because all of the AI will level with you, they'll all start wearing gearing that gets better as you get better. Bosses and their guards will always have decent loadouts. Scavs will actually wear the gear they have been scavenging (sometimes). What the hell is the purpose of scavs outside the early game? Now they have a purpose. Maybe they'll spawn with armour worth yoinking the plates out of? Maybe they'll spawn with weapons that have useful attachments for you! Who knows! That's for you to try this mod and find out!
This gives you a reason to actually check your kills and maybe you'll find something shiny.
All AI have their loadouts adjusted with this mod. Not just scavs. Not just PMCs. All of them.
Bosses still use their vanilla equipment, but have had tweaks to their ammo pools, and available attachments on weapon/gear.
Please review all of the mod page!
Do not use this with another progression mod.
This mod is still in active development. It may be missing features or configuration options you may want.
Installation
- Download APBS - Acid's Progressive Bot System
- Open the downloaded .zip file in 7-zip
- Select the user folder in the .zip file in 7-zip
- Drag the user folder from 7-zip into your SPT folder
Demonstration Video (yoink):
Features
This list is not even close to encompassing everything that APBS can do, or what you can change!
- Configuration app (available on Windows only) that has 125+ settings.
- Chances are, if you want to change something - it's available. If not, ask for it and maybe it'll be added.
- Please, actually look at the config - it covers so much more than the features listed here.
- All AI will level with you.
- All AI have a tiering system.
- All AI weapons have individual attachment chances in each tier.
- Snipers, Marksman Rifles, and Carbines have scopes more often.
- Assault Rifles have foregrips, stocks, muzzles more often. (etc etc etc)
- All AI will use MODDED weapons, equipment, and clothing that you have installed.
- Must be enabled in the config - Not all mods are compatible, no support granted
- If you have Pack'N'Strap - AI will have the belts in their Armband slot!
- If you have Realism - You can enable adding gas masks to Bots if you play with Hazard Zones
- All PMCs will use weapons/equipment for kill quests that require specific things (v1.7.0+)
- 20 quests are currently available for them to choose from, they must be on an available map and within level range to being "assigned" a quest .
- Questing Bots is not required for this feature, it's completely independent.
- All AI pocket/rig/backpack loot has been adjusted.
- Balancing - no more ammo box spam on PMCs.
- Whitelists - nobody can use impact grenades except PMCs, and they must be of a higher level to use them.
- All AI Weapon Durability has been adjusted and balanced.
- All AI medical/food/drink items may appear to be used.
- All AI will randomly choose to use different ammunition in their additional mags.
- Maybe that SR-25 spawned with M80, but perhaps one of their mags has M62 in it...or BCP. Who knows!
- All AI can use different size magazines based on your configuration.
- If they spawn with 60 rounders, they won't have like 5 of them - they are limited to 2.
- Your Player Scav will have gear generated based on your PMC level. Maybe you'll get a decent gun.
- USEC spawn with weapons that you would expect from non-Russian forces.
- BEAR spawn with weapons that you would expect from Russian forces.
- Per map weapon choices for AI? You got it! Factory is mostly short range, but Woods is mostly long range!
- AI will used NVGs if it's night, and they have a helmet supporting NVGs. They will not wear them during the day.
- Scavs have a low chance to use weapons and equipment from the same tier PMC (or lower) as them.
- Scavs weapon attachments and ammo will always be more basic, never meta.
- Guards/Raiders/Rogues are beefed up a bit, they should be dangerous instead of a cake-walk.
- All tiering and item weights are handmade and subject to change.
- What is tiered?
- Weapons!
- Equipment!
- PMC Clothing!
- Attachments!
- Ammo!
- This is not based on "loadouts" or "kits", nor traders, nor anything else other progression mods do.
- It's just based on tiers (by level), and completely random within those tiers.
- What is tiered?
- Custom Presets (v1.1.0+) can be created, and shared between users. Make your own progression!
- Please see "Presets" tab for information.
- EVERYTHING that APBS does with AI loadouts and equipment, you can also do.
- Change their equipment pools? Check!
- Change their ammo pools? Check!
- Change the CHANCE of a specific attachment on a specific class of weapons? Check!
- APBS is yours to create and customize. Share your preset with users. Laugh at them getting wiped by your gigachad scavs. Do what you want.
Tiering System
- All tiers are based on YOUR PMC level.
- All of these deltas can be changed in the configuration. If you want more variance, then configure it! If you want less, configure it!
- You can also configure custom level deltas for Scavs separately, if you so wanted.
- The configuration values for custom deltas are done per tier, so you need to set each of them - the "Tier" is based on YOUR PMC level.
- If you want AI to be any level possible, set each custom level delta in the config to 79 levels below you and 79 levels above you.
- Min Level Delta: The number of levels BELOW your player level the AI can spawn
- Max Level Delta: The number of levels ABOVE your player level the AI can spawn
- Example #2: Player Level 27. Tier 3. AI will spawn between level 12 & level 34.
- Example #1: Player Level 32. Tier 4. AI will spawn between level 12 & level 42.
- Example #3: Player Level 48. Tier 5. AI will spawn between level 18 & level 63.
Player Level | Min Level Delta | Max Level Delta | |
Tier 1 | 1-10 | 10 | 5 |
Tier 2 | 11-20 | 10 | 5 |
Tier 3 | 21-30 | 15 | 7 |
Tier 4 | 31-40 | 20 | 10 |
Tier 5 | 41-50 | 30 | 15 |
Tier 6 | 51-60 | 40 | 20 |
Tier 7 | 61-79 | 50 | 20 |
Configuration
If you are on Windows, use the APBSConfig.exe application in the \user\mods\acidphantasm-progressivebotsystem folder.
Otherwise, you need to use the config.json located in \user\mods\acidphantasm-progressivebotsystem\config\
{
"usePreset": false,
"presetName": "example",
"compatibilityConfig": {
"enableModdedWeapons": false,
"enableModdedEquipment": false,
"enableModdedClothing": false,
"enableModdedAttachments": false,
"initalTierAppearance": 3,
"pmcWeaponWeights": 8,
"scavWeaponWeights": 1,
"followerWeaponWeights": 6,
"enableSafeGuard": true,
"enableMPRSafeGuard": true,
"PackNStrap_UnlootablePMCArmbandBelts": true,
"Realism_AddGasMasksToBots": false
},
"normalizedHealthPool": {
"enable": false,
"healthHead": 35,
"healthChest": 85,
"healthStomach": 70,
"healthLeftArm": 60,
"healthRightArm": 60,
"healthLeftLeg": 65,
"healthRightLeg": 65,
"excludedBots": []
},
"generalConfig": {
"enableBotsToRollAmmoAgain": true,
"chanceToRollAmmoAgain": 50,
"enablePerWeaponTypeAttachmentChances": true,
"enableLargeCapacityMagazineLimit": true,
"largeCapacityMagazineCount": 2,
"forceStock": false,
"stockButtpadChance": 50,
"forceDustCover": false,
"forceScopeSlot": false,
"forceMuzzle": false,
"muzzleChance": [
10,
25,
40,
55,
65,
75,
75
],
"forceChildrenMuzzle": false,
"forceWeaponModLimits": true,
"scopeLimit": 2,
"tacticalLimit": 1,
"onlyChads": false,
"tarkovAndChill": false,
"blickyMode": false,
"enableT7Thermals": false,
"startTier": 6,
"plateChances": {
"enable": false,
"pmcMainPlateChance": [
65,
75,
90,
90,
95,
100,
100
],
"pmcSidePlateChance": [
15,
25,
35,
55,
75,
95,
100
],
"scavMainPlateChance": [
25,
25,
25,
25,
25,
25,
25
],
"scavSidePlateChance": [
10,
10,
10,
10,
10,
10,
10
],
"bossMainPlateChance": [
90,
90,
90,
90,
90,
90,
90
],
"bossSidePlateChance": [
75,
75,
75,
75,
75,
75,
75
],
"followerMainPlateChance": [
75,
75,
75,
75,
75,
75,
75
],
"followerSidePlateChance": [
50,
50,
50,
50,
50,
50,
50
],
"specialMainPlateChance": [
75,
75,
75,
75,
75,
75,
75
],
"specialSidePlateChance": [
50,
50,
50,
50,
50,
50,
50
]
}
},
"pmcBots": {
"enable": true,
"resourceRandomization": {
"enable": true,
"foodRateMaxChance": 10,
"foodRateUsagePercent": 33,
"medRateMaxChance": 10,
"medRateUsagePercent": 33
},
"weaponDurability": {
"enable": true,
"min": 95,
"max": 100,
"minDelta": 0,
"maxDelta": 5,
"minLimitPercent": 90,
"enhancementChance": 10
},
"lootConfig": {
"enable": false,
"blacklist": [
"6711039f9e648049e50b3307"
]
},
"questConfig": {
"enable": true,
"chance": 10
},
"additionalOptions": {
"seasonalPmcAppearance": true,
"ammoTierSliding": {
"enable": false,
"slideAmount": 1,
"slideChance": 33
},
"gameVersionWeighting": {
"enable": false,
"standard": 20,
"leftBehind": 10,
"prepareForEscape": 10,
"edgeOfDarkness": 40,
"unheardEdition": 20
}
},
"secrets": {
"developerSettings": {
"devNames": {
"enable": true,
"nameList": [
"Chomp",
"Dirtbikercj",
"Clodan",
"CWX",
"DrakiaXYZ",
"Kaeno",
"Refringe",
"Waffle",
"AcidPhantasm",
"Archangel"
]
},
"devLevels": {
"enable": false,
"min": 30,
"max": 79
}
}
}
},
"scavBots": {
"enable": true,
"resourceRandomization": {
"enable": true,
"foodRateMaxChance": 10,
"foodRateUsagePercent": 10,
"medRateMaxChance": 10,
"medRateUsagePercent": 10
},
"weaponDurability": {
"enable": true,
"min": 70,
"max": 90,
"minDelta": 5,
"maxDelta": 20,
"minLimitPercent": 50,
"enhancementChance": 1
},
"lootConfig": {
"enable": true,
"blacklist": []
},
"keyConfig": {
"addAllKeysToScavs": false,
"addOnlyMechanicalKeysToScavs": false,
"addOnlyKeyCardsToScavs": false
},
"additionalOptions": {
"enableScavAttachmentTiering": false,
"enableScavEqualEquipmentTiering": false
}
},
"bossBots": {
"enable": true,
"resourceRandomization": {
"enable": true,
"foodRateMaxChance": 50,
"foodRateUsagePercent": 50,
"medRateMaxChance": 50,
"medRateUsagePercent": 50
},
"weaponDurability": {
"enable": true,
"min": 90,
"max": 100,
"minDelta": 0,
"maxDelta": 5,
"minLimitPercent": 85,
"enhancementChance": 0
},
"lootConfig": {
"enable": true,
"blacklist": []
}
},
"followerBots": {
"enable": true,
"resourceRandomization": {
"enable": true,
"foodRateMaxChance": 25,
"foodRateUsagePercent": 25,
"medRateMaxChance": 25,
"medRateUsagePercent": 25
},
"weaponDurability": {
"enable": true,
"min": 90,
"max": 100,
"minDelta": 0,
"maxDelta": 15,
"minLimitPercent": 75,
"enhancementChance": 0
},
"lootConfig": {
"enable": true,
"blacklist": []
}
},
"specialBots": {
"enable": true,
"resourceRandomization": {
"enable": true,
"foodRateMaxChance": 15,
"foodRateUsagePercent": 25,
"medRateMaxChance": 15,
"medRateUsagePercent": 25
},
"weaponDurability": {
"enable": true,
"min": 90,
"max": 100,
"minDelta": 0,
"maxDelta": 10,
"minLimitPercent": 80,
"enhancementChance": 0
},
"lootConfig": {
"enable": true,
"blacklist": []
}
},
"weaponBlacklist": {
"tier1Blacklist": [],
"tier2Blacklist": [],
"tier3Blacklist": [],
"tier4Blacklist": [],
"tier5Blacklist": [],
"tier6Blacklist": [],
"tier7Blacklist": []
},
"equipmentBlacklist": {
"tier1Blacklist": [],
"tier2Blacklist": [],
"tier3Blacklist": [],
"tier4Blacklist": [],
"tier5Blacklist": [],
"tier6Blacklist": [],
"tier7Blacklist": []
},
"ammoBlacklist": {
"tier1Blacklist": [],
"tier2Blacklist": [],
"tier3Blacklist": [],
"tier4Blacklist": [],
"tier5Blacklist": [],
"tier6Blacklist": [],
"tier7Blacklist": []
},
"attachmentBlacklist": {
"tier1Blacklist": [],
"tier2Blacklist": [],
"tier3Blacklist": [],
"tier4Blacklist": [],
"tier5Blacklist": [],
"tier6Blacklist": [],
"tier7Blacklist": []
},
"clothingBlacklist": {
"tier1Blacklist": [],
"tier2Blacklist": [],
"tier3Blacklist": [],
"tier4Blacklist": [],
"tier5Blacklist": [],
"tier6Blacklist": [],
"tier7Blacklist": []
},
"customLevelDeltas": {
"enable": false,
"tier1": {
"min": 10,
"max": 5
},
"tier2": {
"min": 10,
"max": 5
},
"tier3": {
"min": 15,
"max": 7
},
"tier4": {
"min": 20,
"max": 10
},
"tier5": {
"min": 30,
"max": 15
},
"tier6": {
"min": 40,
"max": 20
},
"tier7": {
"min": 50,
"max": 20
}
},
"customScavLevelDeltas": {
"enable": false,
"tier1": {
"min": 10,
"max": 0
},
"tier2": {
"min": 10,
"max": -10
},
"tier3": {
"min": 15,
"max": -10
},
"tier4": {
"min": 20,
"max": -10
},
"tier5": {
"min": 30,
"max": -10
},
"tier6": {
"min": 40,
"max": -10
},
"tier7": {
"min": 50,
"max": -10
}
},
"enableDebugLog": false,
"configAppSettings": {
"showUndo": true,
"showDefault": false,
"disableAnimations": false
}
}
Display More
Walkthrough for creating your own preset
Preset Guidelines
- They can be a lot of work if you want to fully customize your progression.
- The biggest gameplay impact you can make is editing the TierX_equipment.json files, as that controls what equipment and weapons AI spawns with.
- The second biggest gameplay impact would be editing the TierX_ammo.json files, as those control what ammunition AI can use in specific tiers.
- Presets are version agnostic unless a structure change needs to happen.
- I will let people know if this happens on the Version tab for each release.
- This basically means, once you spend time making a preset, you can use it forever even if APBS updates.
Getting Started
- Navigate to the \user\mods\acidphantasm-progressivebotsystem\presets\ folder.
- Copy the example folder.
- Paste the folder you copied in this directory.
- Rename the copied folder to your preset name (Example: acidphantasm_first_preset)
- Do not use special characters. Underscores are acceptable.
- Edit the APBS config to use your preset.
Editing Your Preset
Inside your preset folder that you copied and renamed earlier, you will see 35 .json files. There are 5 files per tier.
File Rules
- You MUST not rename these files. You are not required to edit all of them, only what you see fit to edit.
- You MUST not delete these. Your preset will not work without these 35 files.
In order of easier to toughest files to edit (time & effort) see the below table. This table is subjective. I've been editing these files for weeks now, and I'm very quick at it (even the mods JSON) but the expectation for time spent is how much you will have to spend to understand the structure, and figure out your own method for editing these quicker. If you are just editing minor changes in each of the JSONs, it's fairly quick. The mods.json is the exception - unless you're doing 1-2 changes on a specific gun, expect to spend hours.
Level of Effort | Time | |
tierX_appearance.json | Low | 5-10 minutes per tier |
tierX_ammo.json | Low | 10-20 minutes per tier |
tierX_equipment.json | Medium | 1-2 hours per tier |
tierX_chances.json | Medium | 1-2 hours per tier |
tierX_mods.json | Difficult | 10-60 hours per tier |
Appearance:
Remember not to edit the STRUCTURE of the json. Only edit the IDs and Weights.
Ammo:
Remember not to edit the STRUCTURE of the json. Only edit the IDs and Weights.
Chances:
Remember not to edit the STRUCTURE of the json. ONLY edit the chances (numbers).
Equipment:
Remember not to edit the STRUCTURE of the json. ONLY edit the IDs & weights.
If you want a Tier1 USEC PMC to use a AXMC, just add the ID ("627e14b21713922ded6f2c15") for the AXMC to the "FirstPrimaryWeapon" - "LongRange" object, right after the other weapons, then set the weight you want it to spawn at. Higher values = more likely, lower values = less likely.
Mods:
Remember not to edit the STRUCTURE of the json.
This is the toughest to edit correctly. The structure is laid out with each individual attachment, as well as each weapon, equipment, helmet, etc if it has slots.
You must remember to never remove a PARENT, you should only be editing the children of the mount point, or removing the mount point in the parent.
Honestly, if you can help it - I really advise against trying to change the mods.json drastically. Each JSON is 18k+ lines of just items and attachments.
Known Current Issues:
- No known current issues that are not load order related
Load Order Issues:
- If you use SVM, it's suggested - as usual to make sure SVM loads *first* in your load order.
- Do not enable the AI PMC tab of SVM unless you ensure that SVM loads first. May still break though.
- Mods that allow any attachment in any slot or on any weapon may be completely incompatible.
- You can attempt to adjust your load order to have it load after APBS. If that works, you may also have to disable Quest Loadouts on PMCs.
If you use SPT-Realism by Fontaine, you must disable Bot Changes in the Realism Config.
- I personally suggest not using another progression mod with Realism, instead just use the progression that is built in. It's made to work seamlessly with Realism and will work with the other changes in that mod - no other progression mod will be balanced with Realism.
This mod was only tested with SAIN, SWAG+Donuts, LootingBots, QuestingBots, and few WTT Custom Weapons. I have had no issues with those mods.
- If you have a mod conflict, ensure the mod in question loads after APBS - or try loading it before.
- If you still have a mod conflict, you can report it in the SPT DISCORD on my thread in #mods-development
- I make no guarantees this will work with any other mods.
This mod will work but will completely ignore any settings in mods that add/remove/change the following:
- Changes to the pools for Equipment, Weapon, Pocket, Rig, Backpack, Headset, Headphones, or Ammo on any bot.
- Non-PMC pocket, rig, backpack loot is unaffected and will be manipulated by any other mods you have.
Some mod weapons will not load on bots and will throw a 'No Preset' found error.
- This isn't my responsibility.
- Make it load after APBS or disable the mod weapon importing in the config.
Do not report problems with any of the above.
Alternative Mods
I know this mod won't be for everyone, and the intention is to provide an alternative progression mod. It's a type of mod that I wanted to take on because progression mods are a different type of hell to develop and implement.
The scope and end-goal of this mod is my vision of progression for SPT. It may not match what you want or enjoy.
If you don't like it - I won't be offended and you don't have to use it.
I would suggest trying any of the following alternative progression mods if you do not like APBS:
ALP - ALGORITHMIC LEVEL PROGRESSION
VALENS-PROGRESSION
If you enjoy my work - you can buy me a coffee~
-
Version 1.8.1
- acidphantasm
- 1.5k Downloads
This version will only work for SPT 3.11.x
Hotfix
Changes
- Adjusted Scav COMM3 Backpack weight
- Updated example preset
Bugs Squashed
- Fixed Summer/Autumn clothing on USEC
- Fixed EarlySpring/Winter clothing on BEAR
-
Version 1.8.0
- acidphantasm
- 5.1k Downloads
This version will only work for SPT 3.11.x
3.11 Update
New Features
- PMCs will now prestige with the player (on by default - not guaranteed to prestige, only around your level still)
- Configuration option for ammo stack count in secure container (compatibility for mods that change stack size of ammo)
Changes
- Prestiged players will see all levels of bots (1-79) and they will be appropriately prestiged when applicable
- Added all new weapons
- Added all new equipment
- Added new MPX, Saiga9, etc attachments
- Added new NVG
- Added and tiered new clothing (including split seasonally)
- Removed Residential Keycard from PMC blacklist
- Removed unnecessary code for 3.11
- Replaced VFS with FileSystemSync
- Updated example preset
Bugs Squashed
- Fixed tiering of various attachments
- Fixed Desert Eagle spawning in wrong slot on Scavs
- Fixed durability not working for bosses/guards (hopefully)
- Blacklisted Airsoft mags
-
Version 1.7.3
- acidphantasm
- 2.1k Downloads
This version will only work for SPT 3.10.4+
This update is likely the final SPT 3.10 release for APBS.
New Features
- Config option to allow bots to top load their magazines (enabled for PMCs by default)
- Config option for ammo rerolling is now configurable for each APBS Bot Type (enabled for all bots except PMCs)
- APBS is now using proper semver to validate you are using a support SPT version (APBS will not load unless you are on 3.10.4 or higher)
Changes
- Adjusted all AI plate class selection weights
- Adjusted PMC/Scav/Follower Magazine Count weights
- Adjusted Follower/Raider/Rogue Grenade Count weights
- Adjusted USEC/BEAR/Scav Weapon weights
- Updated example preset
Bugs Squashed
- Fixed MPR only allowing PK-06. Now allows multiple mini-optics.
- Removed several unused imports across APBS
- Removed batches of unused code across APBS
Presets created in 1.4.0 are still usable -
Version 1.7.2
- acidphantasm
- 1.7k Downloads
This version will only work for SPT 3.10.4+
Minor/Hotfix
APBS now allows mod revolvers/revolver type weapons to be imported and used by bots (Peacemaker? Yes please.)
New Features
- Blacklist is now a different file, and no longer in the config. Both are still handled by the APBSConfig.exe
- This means people who blacklist a billion things can now update versions more easily by just copying and pasting their blacklists (or keeping their blacklists.json file backed up)
Changes
- Adjusted internal blacklists on attachments for mod importing
- Adjusted Scav weapon attachment chances
- Adjusted PMC T1-2 Helmet weights
- Updated example preset
Bugs Squashed
- Fixed mod importing adding front/rear sights to vanilla handguards/receivers (blocked optics a lot)
- Fixed mod import caliber logic and added additional handling to ensure it adds proper caliber data to the APBS DB
Presets created in 1.4.0 are still usable
-
Version 1.7.1
- acidphantasm
- 747 Downloads
This version will only work for SPT 3.10.4+
Hotfix
Changes
- Added specific handling for WTT ACR both 7.62 & 5.56 variants will generate properly
- Added specific handling for Choccy's WA-2000 to ensure magazines and rounds are always accurate
- Adjusted PMC T4-T7 Ammo weights
- Adjusted various attachment chances on several bot types
- Updated example preset
Bugs Squashed
- Fixed dumb dumb mistake I made in mod import handling for attachment tiering
Presets created in 1.4.0 are still usable
-
Version 1.7.0
- acidphantasm
- 1k Downloads
This version will only work for SPT 3.10.4+
Major Version
New Features
- Config option for PMCs to use Quest Gear (kill X while wearing/using XYZ quests)
- Config option for PMC Poverty (They'll use gear from a lower tier)
- Config option for Large Capacity magazine limits
- Config option for Weapon Enhancement chances
- Config option for Clothing Blacklist
- Non-PMCs & non-Scavs now have their own plate class chances (non-configurable)
Changes
- Bot generation refactor to streamline supporting future features
- Adjusted PMC T4-T7 Ammo weights
- Adjusted PMC Plate Class chances
- Adjusted PMC Magazine count and weights
- Adjusted PMC Grenade count and weights
- Adjusted Scav Grenade count and weights
- Adjusted Boss/Follower/Guard T1-T7 Ammo weights
- Adjusted Pistol optic limit to 1
- Adjusted Pistol max extra magazines to be 0-2
- Rebalanced G17 & G19X magazines to support Large Capacity magazine configs
- Updated example preset
- [APBSConfig] Various tooltip enhancements
Bugs Squashed
- Fixed weighted ammo not being selected for malformed mod weapons - should resolve most instances of this happening
- Fixed various missing attachments in mod pool
- Fixed various weapon attachment chances for pmcBot & bossGluhar
- Fixed SR-2M not having a proper optic most of the time
- [APBSConfig] Fixed text being selectable
Supported Quests:
- Fishing Gear
- Humanitarian Supplies
- Setup
- Punisher Part 1
- Punisher Part 2
- Punisher Part 3
- Punisher Part 4
- Punisher Part 5
- Punisher Part 6
- Test Drive Part 1
- Test Drive Part 2
- Test Drive Part 3
- Test Drive Part 4
- Test Drive Part 5
- The Good Times Part 1
- Connections Up North
- Dangerous Props
- Peacekeeping Mission
- Dandies
- Decontamination Service
Presets created in 1.4.0 are still usable BUT... I HIGHLY SUGGEST CREATING NEW ONES FOR QUEST CONFIG
-
Version 1.6.3
- acidphantasm
- 1.4k Downloads
This version will only work for SPT 3.10.4+
Minor Hotfix
Changes
- APBSConfig is now resizeable, theme changes, and framework checks
Bugs Squashed
- Fixed ArmBand/Belt import code from breaking when importing "belts" that aren't actually belts (ie, don't have slots)
Presets created in 1.4.0 are still usable
-
Version 1.6.2
- acidphantasm
- 801 Downloads
This version will only work for SPT 3.10.4+
Minor Hotfix
(Sorry it's so quick from the prior hotfix, I view it as breaking because it's ugly and cursed)
New Features
- New config option to allow user control over mod import logic regarding weapons that can use MPR45 canted sights. Usually the MPR is only found on handguards/forward optic slots.
- Old Logic: Removed all attachments but the MPR45.
- New Logic: Removes all optics, checks if user configured if it should remove tactical devices or not and does that.
Bugs Squashed
- Fixed import mod code not respecting filter changes to fix most double optic scenarios on weapons
Presets created in 1.4.0 are still usable
-
Version 1.6.1
- acidphantasm
- 118 Downloads
This version will only work for SPT 3.10.4+
APBS 1.6.0 and higher requires SPT 3.10.4 or higher
Minor Hotfix
Changes
- Adjusted FaceCover weights for T1-4 PMCs
- Blacklisted broken armband from Guiding Light
Bugs Squashed
- [APBSConfig] Fixed Scav Tier Delta field validation
- [APBSConfig] Fixed validation field in Secret configs
Presets created in 1.4.0 are still usable
-
Version 1.6.0
- acidphantasm
- 721 Downloads
This version will only work for SPT 3.10.4+
It is advisable to delete the old APBS mod folder before updating (backup your preset if you use one)
YOUR OLD CONFIG IS NO LONGER VALID
APBS now ships with an 'APBSConfig.exe' (Windows only)
This application must remain in your /user/mods/acidphantasm-progressivebotsystem/ folder to be able to edit and manager your config file.
Source code for the app is available on the GitHub.
New Features
- Configuration application!
- Pack'N'Strap compatibility - belts will now be added to the armband slots on bots (lootable toggle in config)
- Resource Randomization (enable/disable/values) is now available for each bot type classification
- Generated Bot Loot (enable/disable/blacklist) is now available for each bot type classification
- Weapon Durability (enable/disable/values) is now available for each bot type classification
- Added some secret config options related to in-game Developer icons
Changes
- Config is now .json and completely overhauled.
- Minor refactor to class handling majority of config changes
- Minor refactor to bot logging handling
- Added text indicating if bot was generated via APBS or Vanilla in APBS generation logs
- Added basic armbands to Scavs
- Added chance for Scavs to have armbands
- Removed PEQ from Sprut mount T1-3
- Removed tier appearance level from importing mod clothing
- Adjusted default Weapon Durability for most bots
- LICENSE updated to Creative Commons BY-NC-ND 4.0
- Updated example preset
Bugs Squashed
- Nearly every config should now be respected during all aspects of generation and configuration if you disable APBS control over a bot type
- Fixed Bot Name validation in PMC Secret configs
Presets created in 1.4.0 are still usable
acidphantasm Author
Please join the SPT Discord for support or create an issue on Github
Quicker Support and beta releases take place in Discord.
If you have feedback or adjustment requests it is easier to have that discussion in Discord.
Join the thread #acidphantasm-mods in #mods-development
If you are having issues launching the APBSConfig.exe please ensure you have the Evergreen Bootstrapper installed from Microsoft. Link is found here:
https://developer.microsoft.co…/microsoft-edge/webview2/
Spring
Hello, being using this mod since 3.11 dropped, great mod!
It would really be great if you could include settings to tweak the botSound and botReload skills like the one you have with normalized HP.
acidphantasm Author
Its been brought up and is planned but I'm working on another mod at the moment!
mrjp990
Could you make this compatible with FriendlyPMC? Thanks.
pitAlex
From what I saw, he is expecting raid values which are not available outside a raid. But using /add command in friendlyPMC is possible only outside a raid, so he has to account for those values to be null and allow for original things to run instead.
acidphantasm Author
What?
pitAlex
Your equipment generator that replaces the default one. I noticed you expect some raid values because normally, that is invoked at a point where raid-specific values have been set. But for my mod, people add bot followers while outside a raid - through chat commands. You have to do skip your generation if you detect no raid values and instead let the normal generation run.
I am sure you can easily see the problem if you install both mods and try to use the /add command on the SquadManager chat.
acidphantasm Author
Nobody has said anything about an incompatibility until now, have you changed how you are doing this?
pitAlex
The incompatibility started with version 4 of my mod as it brought in more control over follower customization and of the team. That requires the generation of bot profiles outside raids as they need to get added to the player's friend list.
It's not a big deal, People can disable this mod, add a friend bot, and then enable this mod back. But it would be nice to be more compatible, given that the issue is not a complicated one.
furrlapse
do bosses like Killa still have their signature gear?
acidphantasm Author
This is covered on the main page of the mod page.
furrlapse
thank you, i did read it several times over trying to find out but musta missed it lol
CYsama
Thank you for this!
[I'mThe] Scatman
Hello. I was curious. Is it possible to use this mod to simply exclude pmc bots from spawning with a certain item? When playing normally, I noticed that pmc bots spawn with impact grenades extremely frequently, sometimes as much as 5 impacts each. I like how random the default pmc loadouts are, but not a fan of how common the impacts are. I just want to lower or outright exclude impacts from spawning while keeping the vanilla pmc loadouts.
acidphantasm Author
That's not the purpose of this mod. It completely overhauls the progression to be more live like (except scavs, that's more like what scavs should be). Yes, you can adjust if they get impacts with an APBS preset, but no you cannot just do that and nothing else.
DirtyWindshield
Just for clarification, with this mod and a bunch of the WTT guns, should this mod load first or after all the gun mods?
acidphantasm Author
That depends on if you want bots to use them.
DirtyWindshield
Edit: I see the tooltip in the config says mods must load first. Sorry to bother you.
acidphantasm Author
No bother! I think I put tooltips on every config options but if it isn't clarified with the tooltips please let me know so I can improve them!
slamcannon
Really enjoying the mod.
Not sure if this is as intended or not, but I've noticed a lot of weapons spawn on AI without muzzle devices at all, just exposed barrel threads, just found it kind of odd for a Rogue or PMC to have equipment like that, understandable for a scav.
acidphantasm Author
APBS individually breaks apart each chance for a muzzle device instead of forcing them to always have one. This is the reason why you see other progression mods spamming bots with silencers.
There's config options for this.
slamcannon
Makes sense thanks, I'll take a gander at the config.
Feindbold
Hey, I recently migrated from ALP due to the Definitive Weapon Variants mod. I really like your mod so far, especially the Ammo Reroll feature.
One thing I struggle with so far is custom clothes + heads. When using a mod with custom heads and cloth, like WTT - W.A.A.C I managed to get the custom clothes to spawn on PMCs but never the custom heads (so as an example, the game spawns Lara Croft but with a vanilla PMC face). Am I missing some setting or are custom heads currently not supported?
acidphantasm Author
Heads and hands are not supported.
Hands are only handled if the mod is specifying a suit, but those don't handle heads.
If I added heads to importing, you would randomly get a modded head on normal bodies, which doesn't make much sense for every mod.
Feindbold
Ah okay, fair, thanks for clarification!
Gintaras
Hi, I installed version 1.7.2 of your mod and went into a raid, I had a black backpack, when searching a corpse, my backpack got bugged. I went into a raid again with a different backpack, I killed a scav and he had a black backpack, when I tried to search and see what was in the backpack, it also got bugged. I reinstalled version 1.7.1, went into a raid, I also got a black backpack, but there was no bug, everything is fine.
acidphantasm Author
I can't help here with any mod incompatibility issues - you will need to go to the Discord.
Shturman
i have changed the medrate chance but bots dont have much meds in there pockets,is this normal ?
acidphantasm Author
How did you change the chances? The config doesn't allow changing how many they have or at what chance they have. You need to make a preset to change that.
The config is for how often they are full vs used.
Shturman
I thought these chances are how much they have with them and how much was consumed, how can I create these presets because it is somehow unrealistic that gigachads or normal bots only have a bandage and a tourniquet with them ,Or can this somehow maybe be included in the next version at PBBS, that would be really mega useful because I have SAIN on and as soon as bots have no more meds they run quickly to the extract
acidphantasm Author
They don't use meds that you can see, they have a large amount of meds in their secure container. That's the whole purpose of the usage options in the config - to make it appear like they have used them. This doesn't impact SAIN EXFIL at all. Additionally, the bot brain that SAIN adjusts doesn't happen until the bot is generated - I have no control over or a method to know if SAIN is going to assign them a gigachad or not.
How to create a preset is covered on the mod page. Healing items chances and whitelist is in the chances JSON.
Additionally, the config app has tooltips for these settings for randomization and do not indicate anything that would change how often they have them - only the usage of them.
X3R0S6
Something wrong after new update. Maybe after installing new WA 2000 1.0.3. When Moddedweapons turned ON. 1.7.0 dont have any errors with latest version of WA 2000
[2025-02-25T13:23:43.397Z] error: TypeError: Cannot read properties of undefined (reading 'length')
[2025-02-25T13:23:43.398Z] error: TypeError: Cannot read properties of undefined (reading 'length')
at ModdedImportHelper.pushCalibersToAmmoPools (C:\SPT TARKOV\user\mods\acidphantasm-progressivebotsystem\src\Helpers\ModdedImportHelper.ts:815:31)
at ModdedImportHelper.getSetModdedWeaponDetails (C:\SPT TARKOV\user\mods\acidphantasm-progressivebotsystem\src\Helpers\ModdedImportHelper.ts:383:18)
at ModdedImportHelper.getModdedItems (C:\SPT TARKOV\user\mods\acidphantasm-progressivebotsystem\src\Helpers\ModdedImportHelper.ts:364:55)
at ModdedImportHelper.buildVanillaWeaponList (C:\SPT TARKOV\user\mods\acidphantasm-progressivebotsystem\src\Helpers\ModdedImportHelper.ts:250:14)
at ModdedImportHelper.initialize (C:\SPT TARKOV\user\mods\acidphantasm-progressivebotsystem\src\Helpers\ModdedImportHelper.ts:225:76)
at APBS.postDBLoad (C:\SPT TARKOV\user\mods\acidphantasm-progressivebotsystem\src\mod.ts:61:42)
at PostDBModLoader.executeModsAsync (C:\snapshot\src\loaders\PostDBModLoader.ts:63:45)
at PostDBModLoader.onLoad (C:\snapshot\src\loaders\PostDBModLoader.ts:26:24)
at App.load (C:\snapshot\src\utils\App.ts:53:26)
acidphantasm Author
Try the previous version of WA2000
X3R0S6
i installed APBS 1.7.0 and it works fine with WA 2000 1.0.3.
acidphantasm Author
You misread what I said. Please try the previous version of WA2000 with the latest APBS.
I'm not home so I can't test anything until later.
The fix that Choccy did doesn't apply to APBS anyway - so either you have another mod adding calibers and I have something broken or maybe the latest is breaking something I did for the previous WA2000.
lpig97
Can confirm that it dosen't work with 1.0.2 and with the latest version of your mod, something about calibers
[APBS] Checking & importing Modded Weapons...Support not granted for this feature...
[APBS] Importing 60 Modded Weapons...
TypeError: Cannot read properties of undefined (reading 'length')
TypeError: Cannot read properties of undefined (reading 'length')
at ModdedImportHelper.pushCalibersToAmmoPools (D:\SPT 3.10\user\mods\acidphantasm-progressivebotsystem\src\Helpers\ModdedImportHelper.ts:815:31)
at ModdedImportHelper.getSetModdedWeaponDetails (D:\SPT 3.10\user\mods\acidphantasm-progressivebotsystem\src\Helpers\ModdedImportHelper.ts:383:18)
at ModdedImportHelper.getModdedItems (D:\SPT 3.10\user\mods\acidphantasm-progressivebotsystem\src\Helpers\ModdedImportHelper.ts:364:55)
at ModdedImportHelper.buildVanillaWeaponList (D:\SPT 3.10\user\mods\acidphantasm-progressivebotsystem\src\Helpers\ModdedImportHelper.ts:250:14)
at ModdedImportHelper.initialize (D:\SPT 3.10\user\mods\acidphantasm-progressivebotsystem\src\Helpers\ModdedImportHelper.ts:225:76)
at APBS.postDBLoad (D:\SPT 3.10\user\mods\acidphantasm-progressivebotsystem\src\mod.ts:61:42)
at PostDBModLoader.executeModsAsync (C:\snapshot\src\loaders\PostDBModLoader.ts:63:45)
at PostDBModLoader.onLoad (C:\snapshot\src\loaders\PostDBModLoader.ts:26:13)
at App.load (C:\snapshot\src\utils\App.ts:53:13)
TypeError: Cannot read properties of undefined (reading 'length')
TypeError: Cannot read properties of undefined (reading 'length')
at ModdedImportHelper.pushCalibersToAmmoPools (D:\SPT 3.10\user\mods\acidphantasm-progressivebotsystem\src\Helpers\ModdedImportHelper.ts:815:31)
at ModdedImportHelper.getSetModdedWeaponDetails (D:\SPT 3.10\user\mods\acidphantasm-progressivebotsystem\src\Helpers\ModdedImportHelper.ts:383:18)
at ModdedImportHelper.getModdedItems (D:\SPT 3.10\user\mods\acidphantasm-progressivebotsystem\src\Helpers\ModdedImportHelper.ts:364:55)
at ModdedImportHelper.buildVanillaWeaponList (D:\SPT 3.10\user\mods\acidphantasm-progressivebotsystem\src\Helpers\ModdedImportHelper.ts:250:14)
at ModdedImportHelper.initialize (D:\SPT 3.10\user\mods\acidphantasm-progressivebotsystem\src\Helpers\ModdedImportHelper.ts:225:76)
at APBS.postDBLoad (D:\SPT 3.10\user\mods\acidphantasm-progressivebotsystem\src\mod.ts:61:42)
at PostDBModLoader.executeModsAsync (C:\snapshot\src\loaders\PostDBModLoader.ts:63:45)
at PostDBModLoader.onLoad (C:\snapshot\src\loaders\PostDBModLoader.ts:26:13)
at App.load (C:\snapshot\src\utils\App.ts:53:13)
acidphantasm Author
Thank you for validating it. I'll check it when I get home from work but it tested fine when I wrote it but that was before WA2000 1.0.3 came out. I'll see what I changed and why it's having a fit now
Destroyer2009
How can I edit these robots to carry more ammo?
The robot personality I adjusted through sain makes them like to turn on full-auto shooting, but if they do this, they will quickly use up their ammo and lose all resistance
acidphantasm Author
They have hundreds of rounds of ammunition in their secure container and should not realistically run out of ammo.
Bing
sorry for asking, dose it work with moar? do i need to manually set anything?
acidphantasm Author
Yes it works with MOAR
Gintaras
Hi, what is APBSConfig for and how does it work? Can it be used for debugging or something like that?
acidphantasm Author
APBS now ships with an 'APBSConfig.exe' (Windows only)
This application must remain in your /user/mods/acidphantasm-progressivebotsystem/ folder to be able to edit and manage your config file.
Source code for the app is available on the GitHub.
It's what it says it is, a configuration tool for APBS.
MsDeni
Thank you for this, I love this sooo much
Ronin117
You fixed that fast! Hello from the discord thread!
AmmoDing
This mod is AMAZING, keep up the good work! (And the APBSConfig.exe is beautifully made for customizing basically everything)
Not being able to get OP gear all the time at low level is such a nice change of pace, especially with Zero to Hero.
Retrogoing
Hello, I would like to clarify a feature like the whole AI on your side, what else does it mean? I also noticed that the PMCs did not attack me in the raid, what could be the reason for this?
And the second question is how to increase the strength of wild weapons?
acidphantasm Author
APBS has nothing to do with hostility settings, that would be caused by your spawning mod if you have one - or vanilla SPT if you don't.
If you want stronger scavs then you can enable "Normalize Equipment Chance" in the config.
I'm not sure what you are asking on your first question.
Retrogoing
Sorry, I'm communicating through a translator.Thanks for the answer
Retrogoing
Excuse me, I have another question, does your mod change the ratio of PMCs BEAR and USEC?
acidphantasm Author
No, that would be your spawning mod that might impact that
rambo
Приветствую! Заинтересовал раздел редактора пресетов. Значит ли это, что для различных категорий ботов (чвк боты, например) планируется возможность прописать несколько вариантов пресетов, начиная от одежды и заканчивая обвесами на оружии?
acidphantasm Author
Предустановки — это доступные опции для каждого уровня бота. В настоящее время вы можете иметь несколько предустановок, но только одна может быть активна одновременно. В настоящее время вы можете создавать и использовать предустановки, но эта опция пока недоступна через приложение конфигурации.
acidphantasm Author
Я использую переводчик, извините, если что-то не так
rambo
Oh I'm sorry, mistakenly thought you speak the language
Gintaras
Hi, I wanted to ask, when I go on a raid for a scav and meet an enemy, I start a shootout with him, after a short fight I die - the enemy kills me, what is this connected with? Here in your settings, does this apply to the scav (my player) or not config.jsonc ---
Enable/Disable Normalized Bot Health
// If set to true, all bots will have the health values that you specify (below are default PMC values) - if false, will use vanilla values.
// excludedBots - Add bot types here that you don't want normalization to apply to (like bosses, if you want to keep them bullet spongey)
// Example: excludedBots: [ "assault", "bossgluhar", "bossknight" ]
"normalizedHealthPoolValues": false,
"healthHead": 35,
"healthChest": 85,
"healthStomach": 70,
"healthLeftArm": 60,
"healthRightArm": 60,
"healthLeftLeg": 65,
"healthRightLeg": 65,
"excludedBots": [],
acidphantasm Author
Off the top of my head, yes it applies to your player scav as well.
Gintaras
Ok

Foreiinas
You are a beautiful human being, thank you for configuration exe, and for feature to edit bots health on spot. Keep the good work.
Thanks for your time and effort. Beautiful, just beautiful my dude.
StoLeNRaCCooN
Hey, yo, Im using ur mod for a long time, I changed a couple of parts for myself and this is DEFINITELY best mod for bot's appearence. U r legend, my man, shoutout for ya
Travestyx
Getting this in Server Console
acidphantasm Author
Are you using a preset?
Travestyx
Everything's Default, All i did was turn off Scav Generation. Since they were spawning with Kits instead of "Scav" Gear.

No Presets were Used
My Preset Setting in the config
acidphantasm Author
I don't think you are using defaults. This should only appear if you have enable mod weapon attachments enabled, and the safeguard turned off.
Travestyx
You're right, I forgot about that. That's my Bad.
That completely slipped my Mind, I did that when i first added the mod to my server.
But the Message only recently started to Appear in console. I Assume that's when We reached The Tier for the Modded parts.
I Apologize for wasting your time with such a matter.
acidphantasm Author
It's the most recent versions that added attachment importing - those warnings are expected if you turn off the safeguard.
The vanilla APBS database removes some problematic attachment slots and attachments from weapons so they don't create cursed weapons. With the safeguard turned off, chaos reigns supreme and mods will add all those attachments and slots back to vanilla weapons
No waste of time, glad you got it figured out.
wang1120
Is there a way to adjust Bloodhound's equipment chance separately in APBS? I tried creating an arenaFighterEvent entry under TierX_chances, but it doesn't seem to work that way.
acidphantasm Author
Not at the moment. They pull from the default entries at the bottom.
Likely for SPT 4.0 I will be redoing this to individually support all bots
wang1120
I guess I need to find another way. Thanks for your answer!
StoLeNRaCCooN
Thank you so much for "All in One"!
Blind7125
Have you ever considered making the appearance presets by outfits instead of chances for random assortments of clothing? Modded clothing is cool in theory, but a lot of outfits simply won't fit together stylistically and how they fit. If it were by outfit you could ensure the pieces would match.
I don't imagine that would be too hard of a change. Leave the structure as is with weight chances, but make it roll through the outfits and pick one (maybe with a parameter for isSeasonal.) This way you could have the vanilla PMC "outfit" with all the regular clothes and another for each modded clothing set.
acidphantasm Author
I have no control over modded clothing. If you don't want weirdly matched up modded clothes then don't enable that feature.
APBS just goes, are you custom? Yes? Put it in the pool. There's no way for me to check if they match except building specific code handling for specific mods - and that's just not realistic unfortunately.
Blind7125
WE misunderstand each other I think. The mod already kinda works this way with seasonal clothes where it selects a different outfit pool. Currently, I can remove all vanilla clothes from a preset and only added modded ones, but there's only one outfit pool each for USEC and bear if not using seasonal. What if the user could add pmcUSEC2, 3, 4, and so on with a chance to select each with their own clothing pools?
This way if pmcUSEC2 were selected it would only pull from clothes in that type, allowing you create outfit sets.
acidphantasm Author
Hm... yeah that is potentially possible but it might be a bit since I just did a release.
If you can please make an issue on the Github I'll try to get it added in the next version.
Blacksheep25
If we have specific gear that can only spawn on bosses (Shturman & Birdeye) such as the "Walther WA 2000 Sniper Rifle" by Choccy Milk, Will blacklisting it from tier1 -> tier 7 also blacklist bosses spawning with it? I'd like no bots spawning with it apart from the specific bosses the respective mod makes spawn with it.
acidphantasm Author
Any changes that mods to do bots loadouts are completely nullified by using APBS as long as the bots are enabled. Meaning those bosses will never use it anyway if you have bosses enabled. If you want bosses to have it and nobody else, then you can do that but you have to toggle the switch in the config for disableBossTierGeneration, and then blacklist the weapons in the t1-7 blacklist so it doesn't spawn on any APBS bots.
Blind7125
Aside from just blacklisting the plates, is there a way to limit what plates spawn in armor? In a single raid, I had multiple T2/3 PMCs spawning with T5+ plates. I don't want to blacklist those plates entirely, but imo Tier1-4 should mostly be running up to armor level 4.
acidphantasm Author
T2 PMCs have a 3% chance for L5 plates.
T3 PMCs have a 10% chance for L5 plates
Right now, actual plate levels aren't configurable because it isn't 1:1 config to selection. If a bot spawns with an armour that can't take the plate level selected, it increases the level by 1 and tries again.
If you look in the APBS logs for the PMC generation you can see the actual plate levels all PMCs spawn with to see an idea for the variance.
Blind7125
Don't worry, I was poking around at the logs. It was feeling off because I'm in the 2-4 bracket yet almost half my PMCs were consistently spawning with a t5+ front or back plate. I weighted the percentages just a little different in TierInformation.js (do chances for an item have to total 100?) as well as ammo in the presets.
It basically just makes it so Tier 4 is the primary armor "mid wipe" bot lvls 3-5 with still a bit of random chaos. Going the extra step to the add the logs is massive. I'm sure there's a mod I haven't found, but it's sweet to pull up the log when I die and see what they had.
acidphantasm Author
If you edited the .js file it's just going to revert next server boot. If you're going to edit the mod, you need to edit the .TS
Editing them also removes support for the mod.
They are weights, I just made it total to 100 so I could tell users the % chance easier.
If you're going to adjust the ammos, actually make a preset and use that and it'll be fine. But editing core APBS .ts files invalidates support because that's the actual code for the mod.
Blind7125
Okay, I did some more testing and realized why the weights seem like they are so off. I played Tarkov heavy back in the 0.12 days and not much since so I didn't know exactly what plates there are. There are no side plates lower than Tier 5, so even a tier 1 bot can get Tier 5 or 6. Obv, side plates aren't a huge deal.
It just made the averages look off at a glance with T5 appearing to be the most selected. I'm sure if I collected averages for just front or back it would work out to your weights.
acidphantasm Author
Yeah, side plates throw a wrench in things. They do have a lower chance for side plates until T3/T4 and higher.
If you made a preset, in the chances JSON, you can set the side plate chances individually. If you don't want to use a preset, there is a config value for plate chances but it'll remove the ability to use different percentages per each slot and instead pairs them.
Also keep in mind that you can validate what plates every bot rolls and uses by looking at the APBS logs in the APBS\logs folder in your user\mods.
Shturman
i have a problem that i cant drink or eat items from bots that they have in there loot
acidphantasm Author
You haven't updated APBS
Shturman
i have but sometimes food is not useable
acidphantasm Author
Any food you looted prior to updating will remain unusable, it will need to be deleted.
The bug that caused unusable food/drinks is absolutely fixed in the newer versions but it's only new loot that is generated.