APBS - Acid's Progressive Bot System 1.8.2

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Fully customizable progression system. By default, all AI will level with you, have appropriate gear for their level, and might be a tad more dangerous due to their progression. Everyone has something worth stealing or scavenging!


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.



[tabmenu]


If you enjoy my work - you can buy me a coffee~

  • Version 1.8.2

    This version will only work for SPT 3.11.x

    Minor update (for confusion)


    New Features

    • Config option to normalize bot skills (except strength)
    • This is primarily for those that want to remove silent footsteps / instant reloading from bots
  • Version 1.8.1

    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

    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

    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

    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

    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

    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

    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

    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

    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

  • 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/

  • Any chance you are going to make it specifically WTT Armory compatible?

    • I haven't looked at SPT new mods in awhile. What isn't already compatible with it?

    • I'm just aksing because in former versions of your mod you made certain compatiblity adjustments for single WTT weapons. So since this is apparently not necessary, every modded WTT weapon should be picked and customized for every bot out of the box with no errors when added to their loadout?

    • You'd have to tell me if you have issues. I didn't do specific compatibility with every WTT weapon, only the ones I knew had issues.

  • I can't get this to work, gives me a wrong SPT version error in the Server Console even though I am using 3.11 but I just changed some server config values so my watermark is different. The other bot loadout mods work fine.

    • Then you shouldn't be changing your server core config. This mod relies on checking against that to validate you are running the correct version of SPT for the mod.

    • Got it working and it's by far the best progression mod, I prefer it to Valens (every PMC had an ULACH) and ALP (PMCs were using modded guns too often). OzKKwKb.png

  • While using version 1.8.2 and "Normalize Bot Skills", I am still getting insta-reloading 0 recoil spam firing scavs. Can SAIN be causing that? I'd comment there but comments disabled.


    Also, can a similiar option be available for PMCs? Not as drastic, but at least remove them from being able to spam fire with 0 recoil and reload time.

    • That would be an issue with another mod.


      All that setting does is remove their ability to have the skills that allow them to do that normally. Nothing outside those skills is changed so any number of things can still do it.

    • Alright, thanks for the reply

  • Hi Acid. So I have battery system running on 3.10 and plan on trying to update it to 3.11 at some point. I noticed that bots do not have batteries inside their devices, even if I load the items before APBS. Any thoughts on how I can trigger these items to spawn on the bots in the correct places? Sometimes I've managed to get Realism bots to work in this sense.

  • Sup, Acid,

    can u convert presets to json5 or hjson please? Missing ability to make comments very hard


    and it will be fantastic if u can add ability to dump all modded stuff to preset with short comment what is it and preload preset before generator to make generator to fill missing objects


    For example: I have few mods with guns, modules and ammo for it, I fill preset only for ammo and guns, but doing nothing with modules, so generator will prior preset data and then fill missing and work with it as usual


    Also will be nice to have any kind of logic for ammo from mods as there is now one behavior: if there are multiple possible ammo types for gun, generator always uses the "top tier" one in ammo type for all tiers and ignoring all others.

    Here I've blacklisted the "top tier" ammo in mod json, 1 of 10 in Caliber127x99 pool

    Code
    [APBS] Did not blacklist "687daf1f7353335188000006" for "scavAmmo" as it would make the Tier1 Caliber127x99 pool empty
    [APBS] Did not blacklist "687daf1f7353335188000006" for "pmcAmmo" as it would make the Tier1 Caliber127x99 pool empty
    [APBS] Did not blacklist "687daf1f7353335188000006" for "bossAmmo" as it would make the Tier1 Caliber127x99 pool empty

    feels like it's loading only one ammo type per pool


    P.S. Also I've never seen pmc >79 lvl even when I am lvl 79, is that by design?

    • You can't be higher than lv79. That would be prestiging and being level 1 again.


      I have no idea what mod you're referencing with that caliber, but APBS imports all of them if the caliber matches going through the filters.


      It is not advised to put mod items IDs in presets, let the importer do it.


      I have no intention of making presets JSON5 as that would mean I need to do that for the entire database and that's a lot of work for (no offense) zero gain in being able to put comments, and also would make prior presets invalid. I always strive to keep things compatible.

    • got it about lvls and comments.

      Though, is there any way to configure tiers for imported ammo if u r not advising to use presets?

      I've installed AK-50 backport which has 4 ammo objects in Caliber127x99 and expansion which adds 6 more ammo objects into same caliber pool. Though APBS always does generation for bots with only one ammo: 687daf1f7353335188000006 which is Mk211 Raufoss. First I though APBS just picks the last one added into db record to generate but moving things order in mod files around or changing IDs did nothing, still same ammo. I've tried to move it into blacklist for all tiers but result I've written in previous message. Also AK-50 has other default ammo object set into properties. Tier sliding and toploading enabled.


      Behavior with existing calibers is a bit different: I had .300 BLK expansion mod which added few new ammo objects into caliber pool, though only one (the most OP) was used in generation. So bot could have one of legacy ammo objects from pool (or few of them with toploading and tier sliding) or only that one from imported, ignoring other imported ones.

    • welp, I've checked with few more mods that add different calibers and behavior is literally same: APBS always picks only one and same ammo object from caliber and ignores all other objects...


      Can I somehow get debug list of objects generator picked from db?

  • Why is there always "unsupprot language" and crash?

    • What

    • Please forgive my previous confusion. What I mean is that when my game crashes, I always find that the server is generating robots

    • Has nothing to do with this mod, you'd need to seek support on the discord

    • How?

  • Does this work with a headless client hosting the raid? If so, how is the level calculation done?

  • Is there a way to make bots wear their faction armbands? (external mods doesnt seems to overwrite apbs)

    • Make a preset and alter that slot in the equipment.


      It's already configured to not allow the other factions armband right now, but there's so many armbands and I wanted people to be able to see them the rest are in the pools as they tier up.

    • Ooh that makes sense, alrighty I"ll update it on my side with a preset then :)
      Thanks for the reply :)

  • Hello! Somehow I cant get Pack n Strap belts to show up on PMCs. With my testing Ive seen modded guns, vests, helmets, attachments but the belts never seem to spawn in. I've set in the config for modded gear to spawn at tier 1, made sure PacknStrap is placed above APBS in load order. Sorry if I missed something, any help appreciated. Regardless, mod is great, tysm.

    • I haven't checked pack n strap since it changed the logic for belt placement in the 3.11 release - it might not function right now because I probably need to fix my handling of them due to that change (that I was definitely warned was coming but I haven't really touched mods since it updated)

  • i have a problem that scavs and pmcs have low durability on armor

    How i can change this ?

  • can i have problems with sain??

    Ty

    Thinking 1
  • i love ypou john acid phantamssm 😁 helpful and fiun 😀

  • Hi, I like your mod because of the great variety of weapons, which makes the game more interesting. I have a question, is it possible to set a % chance for specific TIER bots regardless of the player's level? For example, so that the lowest and highest TIERs appear the least often.

    • As of right now there is no direct weighted chances for different tiers. You can sort of manipulate it with the custom level deltas but it will be random and not weighted.

  • Hey, sry to post here but i don't know how to join the discord. Anyway, im having a problem when trying to start my server with this mod on. I get the error

    Bot: types configuration is missing. Bot defaulting to vanilla.

    TypeError: Cannot read properties of undefined (reading 'level')

    at Botconfigs.configureBotExperienceLevels

    In file Botconfigs.ts:157:46



    Any ideea how to fix this. I just download the mod and extract in folder.

    • That line isn't the experience levels code, so you probably aren't running the latest version - which means I cannot assist with you unless you can join the SPT Discord and provide logs.


      https://sp-tarkov.com/#community

  • So.. With the appearance of the bosses I have sorted out. Author tell me one more thing. If I want to have all the PMC of all Tier-List, from 1 to 7 on level 1, then in Deltas I change all levels by 79 in both columns?

  • sorry cant accced Github, I just found 1 issue in raid at factory, when raider spawn finish that save and PMC will stop spawn.

    • This mod has nothing to do with spawns?

  • Love this mod and how customisable it is. I have a question regarding the level deltas and tiers. If I understood your mod description correctly (which I think I haven't), changing the deltas to allow max level PMCs to spawn in my raids will not increase their tier as well? As in, going into a raid as a level 5 PMC and coming across a level 79 PMC, will he be getting gear equivalent to tier 7 or tier 1?

    Anyway, great mod! Keep up the good work.

    • Their tier is directly tied with their level. If the bot is lv75 then they'll always be tier 7 (unless they roll for poverty or for quest loadouts)

      Thumbs Up 2
  • So I have that BSG bug that makes my compass not work AND Knights skull mask just doesn't show up at all for some reason even if its equipped on him, so I'm always looking at his goofy ass peanut head and mascara, very not immersive, is it possible for me to adjust knights loadout using this mod so i can give him like a bastion and a skull ballistic mask or something to cover that goofy mug?

    • Yes, you can make a preset and change what equipment he uses and the chance of uses that slot.

    • I know you probably prefer discord but I don't really use discord, Could you run me through using the preset section of the config editor? I made a custom folder with two json files for Knights Equipment and Chances. here's my questions, ( no answers are expected but they are appreciated for a beginner Modder, :) )


      1.) What naming format do I need (for the .json and the folder that contains them)

      2.) Do I need to have all of the other pmc and bear configs in the json files or can i just put knights?

      3.) What other files do I need or are those two fine?


      I'm in the process of hopefully writing out a correct preset for knight I will post it here to check my work. Rad mod along with all your other work, thanks for responding at all!

    • The mod page has a section covering how to create a preset.


      All of the files are required, and that base guide will get you started

      Happy 1
    • wow, I am blind. thank u lol.

    • Just wanted to follow up and say using your great guide I successfully created a preset that covers mr.knights peanut noggin within 30 mins or so, cant believe I completely missed that config guide... anyways problem solved thank ya!

      Happy 1
  • So I am getting a virus warningg when trying to download this.

    Trojan:Script/Wacatac.B!ml

    Thumbs Up 3
  • Code
    Hi, I'm level 61. Can I install the mod now or would it be better to start from level 0? And most importantly, it won't affect the appearance of bots, right? Will it remain the default? Thank you very much.
    • You can install or remove APBS at any point during your playthrough.

  • Is there an option to make it so bots spawn with holiday gear more commonly?

    • You can make a preset, but otherwise no - it's random in the pools

  • This might be my new favorite mod lol. I used item valuation and color converter api and re-did the entire config to mirror Arena Breakouts loot color tier system since it is sleeker. Awesome mod, thank you.

  • 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.

    • Its been brought up and is planned but I'm working on another mod at the moment!

      Thumbs Up 1
  • Could you make this compatible with FriendlyPMC? Thanks.

    • 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.

    • What?

    • 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.

    • Nobody has said anything about an incompatibility until now, have you changed how you are doing this?

    • 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.

  • do bosses like Killa still have their signature gear?

    • This is covered on the main page of the mod page.


      Quote

      Bosses still use their vanilla equipment, but have had tweaks to their ammo pools, and available attachments on weapon/gear.

    • thank you, i did read it several times over trying to find out but musta missed it lol

      Happy 1
  • Thank you for this! :thumbup:

    Heart 1
  • 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.

    • 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.

  • Just for clarification, with this mod and a bunch of the WTT guns, should this mod load first or after all the gun mods?

    • That depends on if you want bots to use them.

    • Edit: I see the tooltip in the config says mods must load first. Sorry to bother you.

    • 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!

  • 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.

    • 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.

    • Makes sense thanks, I'll take a gander at the config.