
Featured Geko's Better Progression 1.1.3
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- SPT 3.11
- DrunkGeko
- 8.5k Downloads
- 177 Comments
Bothering mod authors will lead to warnings and repeat offenses will lead to bans.
What if EFT's progression wasn’t built and balanced around the various pay-to-win editions? What if you could actually level up skills in a realistic amount of time? What if you could actually choose which ones to level up? What if trader levels were more meaningful and rewarding? What if i was in charge of how the game's player progression worked?
This mod overhauls everything progression, from trader offerings and economy to soft skill levelling. The main design pillar was to make each and every ounce of progression more important and rewarding.
Everything is insanely customizable, the config allows to disable and configure each and every aspect of this mod down to the finest details. All config options are extensively explained by comments in the file itself. In fact the comments are so extensive that one could get a better idea of what this mod does by just reading the config file rather than this description.
- Rework of secure containers
- Start with a 2x2 waist pouch
- All other containers are slightly buffed and obtainable through quests
- Alpha has 6 slots and is obtained after completing Delivery from the Past
- Beta (8 slots) is rewarded for finishing Setup
- Epsilon is buffed to 10 slots
- Gamma (12 slots) is awarded upon starting Network Provider - Part 1
- Kappa is buffed to 16 slots
- Economy changes
- FiR is removed from all aspects of the game, including quests
- The flea market only sells keys
- Hideout builds are made cheaper
- Stash progression rework
- All editions start with level 1 stash
- All stash levels are bigger (sizes are: 40, 55, 70, 85 lines)
- Stash upgrades cost less rubles and require less trader loyalty
- Skills rework
- Each PMC level you earn one skill point that you can freely allocate to any skill you want (also works retroactively on an already levelled up profile!)
- Skills passively level up overall faster than vanilla (with some exceptions like metabolism)
- Some skill bonuses are buffed like mag drills or charisma
- SPT-friendly ref rework
- Killing PMCs will award Ref reputation depending on their level
- Ref will only buy dogtags from you but he will buy them for GP coins
- Playing with "Ref - SPT Friendly Quests" and "Bosses have Lega Medals" is highly recommended
- Bitcoin changes
- Bitcoin value is fixed at around 650k (traders will buy them for around 400k)
- The bitcoin farm is slower with fewer GPUs but it's faster if you have more. Upgrades are now more important
- GPUs cannot be purchased for currencies. You can only barter them or find them in raid
- Trader offerings are algorithmically rebalanced
- Weapons and ammo are assigned a score according to customizable rules (caliber, penetration, fire modes and so on contribute to score)
- The score will then determine at what trader level they will be unlocked
- Since this is systematic and automatic it also works with any additional traders, weapons or ammunitions
- No need to worry about installing mods that give OP weapons or ammo too early!
- With default rules this doesn't deviate too much from vanilla EFT offerings but it does make them more consistent
- Biggest change is probably bolt-actions that are more available early on and have access to better ammo
- Quest-locked items also get unlocked at earlier levels. For example, after doing the quest, m80 will be available at tier 2 instead of 4 (default rules would consider it a tier 3 ammo but it gets bumped down to 2 because it's quest locked)
- For details read the config file and the comments it contains
- Miscellaneous changes
- SICC container can also hold anything that the docs can on top of keytools
- All traders will start with a loyalty of 0.05 except Fence who will start at 1.00
- All crafts are twice as rewarding and twice as fast
- Stirrup awards an additional early game ammunition case
- The Streamer Items Case can be bought at Ref level 1
- Ammunition, Magazine and Med cases buffed to 8x8
- If "Pack 'n' Strap" and/or "Tactical Gear Component" are installed their ammo and medical pouches are made smaller and much more expensive
Many thanks to ODT and his Softcore mod for partially inspiring some of this mod's features and providing code examples i used to learn how to mod the game
This is the full 1.0 config, read it if you want the details of the mod. I would suggest downloading it and opening it in Visual Studio Code or some other editor like Notepad++. Normal notepad or this very webpage work but they don't make it very readable
The config file is found in the server part of the mod (inside user/mods/drunkgeko-gekos_betterprogression/config in your SPT installation)
//// GEKO'S BETTER PROGRESSION CONFIGURATION FILE ////
//
// Welcome to the config file. Nearly everything this mod does can be disabled or tweaked to your liking.
// All text after "//" in a given line is a "comment" and the mod won't read it at all, such as these lines over here
// You can find IDs for items and other things on https://moxopixel.com/tarkynator/. Failing that you can explore the SPT_Data/Server/database folder in your SPT installation to find the ID you need
// A few times "Deltas" are mentioned in this config file. Delta is a fancy word to mean "change", a negative delta will reduce a value and a positive one will increase it
// All ranges are considered to be inclusive of the lower bound but exclusive of the upper one. For example a [10, 40] range will be all values from 10 to 40 with 10 included but 40 excluded
// If you encounter any bugs please do let me know either on the GitHub page or as a comment on the SPT Hub page for the mod
//
{
//Apply changes to secure containers and the ways to obtain them
//Most safe containers have been made slightly bigger (2 to 4 extra slots on each)
//Alpha is obtainable from Delivery from the Past
//Beta is obtainable from Setup
//Gamma is obtainable from accepting Network Provider - Part 1
"secureContainerProgression": {
"enable": true,
//Set the container you start a new profile with. Doesn't work if mod gets added after the profile has already been created, please start fresh
"starterContainer": "5732ee6a24597719ae0c0281", //Waist Pouch
//More options can be found in the advanced config folder in the secureChanges.json5 file
},
//This mod is intended to (and balanced around) playing without the flea market. Change this setting at your own peril!
"fleaMarketChanges": {
"disableFleaMarket": true,
//If true, keys that are tradable on the flea market by default will still be tradable even if disableFleaMarket is true
"stillAllowKeys": true,
//Even if the flea market is disabled the following items will still be sold (and sellable) on it
"fleaWhitelist": [
]
},
//Reduce the amounts of items required by each hideout upgrade. All items required beyond a certain threshold will be multiplied by the given factor. Only the amount that goes past the threshold is mutliplied
//For example if the threshold is 3 and the factor is 0.5 if a build would require 15 (= 3 + 12) nuts it will instead require 3 + (12 * 0.5) = 9 nuts
"hideoutBuildsChanges": {
"enable": true,
"threshold": 3,
"factor": 0.5,
"roundDown": true,
},
//Stash changes
"stashProgression" : {
"enable": true,
//What stash level should a new profile start with?
"startingStashLevel": 1,
//Amount of lines in each stash level
"stashSizes": [40, 55, 70, 85, 100],
//Multiply ruble cost of each stage of stash upgrade by this much
"stashUpgradeCostFactor": 0.4,
//Change loyalty requirements for stash upgrades by this much
"stashUpgradeLoyaltyDelta": -1,
},
//Make skill xp gain faster and buff some skill bonuses
//Also optionally adds a system that provides skill points that can be freely allocated as you level up your PMC
"skillChanges": {
"enable": true,
//Multiply earned skill XP by this much if it's fresh XP (XP for a skill you haven't leveled recently this raid)
"SkillFreshEffectiveness": 2,
//How many full skill points are considered to be fresh before going back to normal XP earn rates
"SkillFreshPoints": 2,
//After this many points have been earned at a normal XP rate (so after the fresh points) skill fatigue kicks in
"SkillPointsBeforeFatigue": 1,
//Skill fatigue gradually reduces XP earned down to a minimum multiplier that is specified here
"SkillMinEffectiveness": 0.4,
//Multiply the amount of XP gained for each skill and/or the effectiveness of the various skill buffs
"CustomMultipliers": {
//Flat out multiply the amount of xp earned for skills
"GlobalXPMultiplier": 1,
//Specific multipliers per-skill. If unspecified it's considered to be 1
//Both global and specific multipliers apply, this does NOT override the global
"SkillXPMultipliers": {
"Metabolism" : 0.125,
"Charisma": 0.7,
},
//Multiply the buff effect of specific skill buffs
"SkillBuffMultipliers": {
"StrengthBuffLiftWeightInc": 2.5,
"MagDrillsLoadSpeed": 3,
"MagDrillsUnloadSpeed": 3,
"MagDrillsInventoryCheckSpeed": 2,
"CharismaDailyQuestsRerollDiscount": 10,
"CharismaHealingDiscount": 10,
"CharismaInsuranceDiscount": 10,
"CharismaExfiltrationDiscount": 10,
"SurgeryReducePenalty": 2,
"SurgerySpeed": 2,
"SearchSpeed": 1.5,
//Complete list of all buffs that can be modified:
//EnduranceBuffEnduranceInc
//EnduranceBuffJumpCostRed
//EnduranceBuffBreathTimeInc
//EnduranceBuffRestorationTimeRed
//EnduranceBreathElite
//EnduranceHands
//StrengthBuffLiftWeightInc
//StrengthBuffSprintSpeedInc
//StrengthBuffJumpHeightInc
//StrengthBuffThrowDistanceInc
//StrengthBuffMeleePowerInc
//StrengthBuffElite
//StrengthBuffMeleeCrits
//StrengthBuffAim
//VitalityBuffBleedChanceRed
//VitalityBuffSurviobilityInc
//VitalityBuffRegeneration
//VitalityBuffBleedStop
//HealthBreakChanceRed
//HealthOfflineRegenerationInc
//HealthEnergy
//HealthHydration
//HealthEliteAbsorbDamage
//HealthElitePosion
//StressPainChance
//StressTremor
//StressBerserk
//MetabolismRatioPlus
//MetabolismEnergyExpenses
//MetabolismPhysicsForget
//MetabolismPhysicsForget2
//MetabolismEliteBuffNoDyhydration
//MetabolismEliteNoForget
//PerceptionHearing
//PerceptionFov
//PerceptionLootDot
//PerceptionmEliteNoIdea
//IntellectLearningSpeed
//IntellectWeaponMaintance
//IntellectEliteNaturalLearner
//IntellectEliteAmmoCounter
//IntellectEliteContainerScope
//IntellectRepairPointsCostReduction
//AttentionLootSpeed
//AttentionRareLoot
//AttentionEliteLuckySearch
//AttentionEliteExtraLootExp
//MagDrillsLoadSpeed
//MagDrillsUnloadSpeed
//MagDrillsInventoryCheckSpeed
//MagDrillsInventoryCheckAccuracy
//MagDrillsInstantCheck
//MagDrillsLoadProgression
//CharismaBuff1
//CharismaBuff2
//CharismaEliteBuff1
//CharismaEliteBuff2
//CharismaDailyQuestsRerollDiscount
//CharismaHealingDiscount
//CharismaInsuranceDiscount
//CharismaExfiltrationDiscount
//CharismaScavCaseDiscount
//CharismaFenceRepPenaltyReduction
//CharismaAdditionalDailyQuests
//WeaponReloadBuff
//WeaponRecoilBuff
//WeaponSwapBuff
//DrawSpeed
//DrawElite
//DrawTremor
//DrawSound
//AimMasterElite
//AimMasterWiggle
//AimMasterSpeed
//RecoilControlImprove
//RecoilControlElite
//CovertMovementSoundVolume
//ProneMovementSpeed
//ProneMovementVolume
//ProneMovementElite
//TroubleFixing
//TroubleFixingAmmoElite
//TroubleFixingExamineMalfElite
//WeaponErgonomicsBuff
//WeaponDoubleMastering
//WeaponDoubleActionRecoilReduceBuff
//WeaponStiffHands
//ThrowingStrengthBuff
//ThrowingEnergyExpenses
//ThrowingWeaponsBuffElite
//CovertMovementSpeed
//CovertMovementElite
//CovertMovementLoud
//CovertMovementEquipment
//SearchSpeed
//SearchDouble
//SurgeryReducePenalty
//SurgerySpeed
//HideoutResourceConsumption
//HideoutZoneBonusBoost
//HideoutExtraSlots
//CraftingElite
//CraftingSingleTimeReduce
//CraftingContinueTimeReduce
//MetabolismPoisonTime
//MetabolismMiscDebuffTime
//ImmunityMiscEffects
//ImmunityPoisonBuff
//ImmunityPainKiller
//ImmunityPoisonChance
//ImmunityMiscEffectsChance
//WeaponDurabilityLossOnShotReduce
//WearAmountRepairGunsReducePerLevel
},
},
//Earn a customizable amount of freely allocatable skill points with each PMC level
"SkillPointsSystem": {
"enable": true,
//Decimal values are fine. An extra point will be awarded when the decimal part ticks over 1. For example 1.5 points per level means that every other level you'll get 2 points instead of 1
"skillPointsPerLevel": 1,
//The game keeps track of skill levels behind the scenes even when you got past level 51. If this is true any point allocated into a skill that is level 51 will be refunded as the skill naturally keeps leveling up.
//This keeps going until the skill reaches level 51 "naturally" without the help of the skill points
//For example say that you have a skill at level 51 out of which 40 are naturally earned levels and 11 have been allocated with this system.
//Then as the skill continues to overlevel past 51 (which is the cap) you will gradually get your 11 points back if this option is set to true
"automaticallyRefundOverflows": true,
//If true, players can freely deallocate invested points. I suggest keeping this off as it otherwise encourages moving skill points around constantly
"enableDeallocation": false,
}
},
//A series of changes that make Ref work much better in SPT by tying him to PMC kills
//The mods "Bosses Have Lega Medals" and "Ref - SPT Friendly Quests" are STRONGLY reccomended, this section is ment to complement those two
//Bosses Have Lega Medals: https://hub.sp-tarkov.com/files/file/2109-bosses-have-lega-medals/
//Ref - SPT Friendly Quests: https://hub.sp-tarkov.com/files/file/2108-ref-spt-friendly-quests/
"refChanges": {
"enable": true,
//If true, Ref will buy items for GP coins instead of RUB
//I strongly reccomend keeping refOnlyBuysDogtags to true if you intend on keeping this option enabled
"refBuysInGPCoins": true,
//Ref won't buy anything except dogtags (and Lega Medals if enabled)
"refOnlyBuysDogtags": true,
"refAlsoBuysLegaMedals": true, //Works regardless of the value of the previous option
//Gain standing/rep for Ref every time you get a PMC kill
"refStandingOnKill": {
"enable": true,
//Amount of standing/rep to be gained depending on the level of the player killed
"repByKillLevel": [
{
"levelRange": [0, 10],
"rep": 0.003
},
{
"levelRange": [10, 30],
"rep": 0.004
},
{
"levelRange": [30, 50],
"rep": 0.006
},
{
"levelRange": [50, 9999],
"rep": 0.01
}
]
},
},
//A series of buffs to the SICC container
"SICCBuffs": {
"enable": true,
//SICC will be able to hold everything that the Docs case can (on top of what the SICC already can carry)
"canHoldWhatDocsCan": true,
//Additional items that can be put in a SICC case
"additionalWhitelistedItems": [
"59fafd4b86f7745ca07e1232", //Key tool
]
},
//A variety of changes to bitcoin farming. The defualt configuration is aimed at making bitcoin farming less powerful to start with but more powerful at high GPU counts
//Keep in mind that with the rest of the mod with default settings GPUs will be much harder to obtain than normal, which is intended and accounted for in the balancing of this part
"bitcoinChanges": {
"enable": true,
//Remove all non-barter trades for GPUs
"cannotBuyGPU": true,
//Should the value of a BitCoin be overridden to be a set value?
"overrideValue": true,
"value": 648000, //This is the actual item value. Traders will buy them at a lower amount since they never pay full price for items
//Desmos graph to visualize the following two values: https://www.desmos.com/calculator/osralvxw4g
//Flatly multiply the rate of btc produced by this much (variable m in Desmos)
"btcFarmSpeedMult": 0.68,
//How effective is each GPU in boosting the production rate (variable E in Desmos)
"gpuBoostRate": 0.164,
//How many bitcoins fit in the bitcoin farm
"btcCapacity": 5,
},
//Change initial trader reputation
"overrideInitialStanding": {
"enable": true,
//Default starting reputation
"defaultOverride": 0.05,
//Change the default stating on a per-trader basis
"indivudalOverrides": {
"579dc571d53a0658a154fbec": 1, //Fence
}
},
//Miscellaneous changes
"misc": {
//Remove Found in Raid requirements from various places
"removeFirFromQuests": true,
"removeFirFromHideout": true,
"removeFirFromFlea": true,
//Multiply amounts of crafted products and crafting times in hideout
"craftProductMultiplier": 2,
"craftTimeMultiplier": 0.5,
//Enable the additional quest rewards (separate from secure containers quest rewards)
//More settings can be found in the advanced/additionalQuestRewards.json5 config file
"enableExtraQuestRewards": true,
//Enable or disable the custom trades defined in the advanced config customTrades.json5
"addCustomTrades": true,
//Change maximum stack size for the given items
"stackSizeOverride": {
//Special items used in quests
//Unfortunately BSG's spaghetti code makes it so that placing one of these consumes the entire stack instead of just one unit so i disabled the changes. Feel free to re-enable them if you still want them
//To do so remove the "//" at the start of the desired lines
//"5991b51486f77447b112d44f": 3, //MS2000 Marker
//"5ac78a9b86f7741cca0bbd8d": 3, //Signal Jammer
//"5b4391a586f7745321235ab2": 3, //Wi-fi Camera
//Others
//"6656560053eaaa7a23349c86": 5, //Lega Medals
},
//Change sizes of containers
"ContanerSizeChanges": {
//Vanilla items
"5aafbde786f774389d0cbc0f": [8, 8], //Ammunition case buff from 7x7 to 8x8
"5c127c4486f7745625356c13": [8, 8], //Magazine case buff from 7x7 to 8x8
"5aafbcd986f7745e590fff23": [8, 8], //Medicine case buff from 7x7 to 8x8
//WTT-Pack 'n' Strap items (does nothing if mod is not installed)
"12403f74773f49be6a2d84b7": [2, 3], //Small Medical Pouch nerf down to 2x3
"ae9e418fd5d4c4eec4a0e6ea": [2, 2], //Small Ammunition Pouch nerf down to 2x2
//Tactical Gear Component items (does nothing if mod is not installed)
"672e2e7526ba61dbb88be7ff": [4, 2], //TGC First Aid container nerf down to 4x2
"672e2e758808bacbb9d5abc4": [2, 3], //TGC Ammo Pouch nerf down to 2x3
},
//Change the price of items that are sold for rubles
"priceChanges": {
//WTT-Pack 'n' Strap items (does nothing if mod is not installed)
"12403f74773f49be6a2d84b7": 1442000, //Small Medical Pouch
"ae9e418fd5d4c4eec4a0e6ea": 620920, //Small Ammunition Pouch
//Tactical Gear Component items (does nothing if mod is not installed)
"672e2e7526ba61dbb88be7ff": 6080000, //TGC First Aid container
"672e2e758808bacbb9d5abc4": 3880000, //TGC Ammo Pouch
},
},
//Module responsible for algorithmically rebalancing most military items in the game
//This module calculates a loyalty score for each item that can also be decimal. The actual in-game loyalty level of the item will be the floor of the loyalty score. So for example a loyalty score of 3.8 will correspond to loyalty level 3
//The exact way in which this works will become more apparent by looking at the specific rules for each class of items (for example the ammoRules)
"algorithmicalRebalancing": {
"enable": true,
//If false, items that end up having a loyalty score greater or equal than 5 will be hidden (level >4 traders do not exist)
//If it's true items with loyalty over 4 will be brought back to 4
"clampToMaxLevel": true,
//If true, all trades that are locked behind quests will be treated as if "clampToMaxLevel" is true rgardless of its actual value
//If this is false then some quest-locked items could potentially be unobtainable even when unlocked since they would end up at loyalty level 5+
"forceClampingOfQuestlockedItems": true,
//Change the loyalty score of all items this mod affects (for example barter items are unaffected) by this much if the item trade is a barter or if it's quest locked
"barterDelta": -0.7,
"questLockDelta": -1,
"logBartersAndLocks": false, //For debugging
//Traders that will not be affected by the rebalancing module
"excludeTraders": [
"579dc571d53a0658a154fbec", //Fence
],
//Modify the loyalty score of all offers on the given trader. Only affects items that are already being algorithmically rebalanced (ammo, wepaons)
"deltaByTrader": {
"6617beeaa9cfa777ca915b7c": -0.7, //Ref
},
//Ammo rebalancing module
"ammoRules": {
"enable": true,
"logChanges": false, //For debugging
//Change every ammunition loyalty level by this much
"globalDelta": 0,
//If an ammunition falls between the ammunition ranges specified here then it will get the corresponding base loyalty score
//Loyalty score is then further modified by the other rules
"defaultBaseLoyaltyByPen": 1,
"ammoBaseLoyaltyByPen": [
{
"penInterval": [0, 14],
"baseLoyalty": 0.5
},
{
"penInterval": [14, 17],
"baseLoyalty": 1
},
{
"penInterval": [17, 21],
"baseLoyalty": 1.5
},
{
"penInterval": [21, 27],
"baseLoyalty": 2
},
{
"penInterval": [27, 31],
"baseLoyalty": 2.6
},
{
"penInterval": [31, 37],
"baseLoyalty": 3
},
{
"penInterval": [37, 41],
"baseLoyalty": 3.7
},
{
"penInterval": [41, 47],
"baseLoyalty": 4
},
{
"penInterval": [47, 99999],
"baseLoyalty": 5
}
],
//Modify the loyalty score of an ammunition depending on its caliber
"caliberRules": [
{
"caliber": "Caliber12g",
"loyaltyDelta": -2
},
{
"caliber": "Caliber762x54R",
"loyaltyDelta": -2
},
{
"caliber": "Caliber762x39",
"loyaltyDelta": 0
},
{
"caliber": "Caliber762x51",
"loyaltyDelta": -1
},
{
"caliber": "Caliber20g",
"loyaltyDelta": -3
},
{
"caliber": "Caliber366TKM",
"loyaltyDelta": -0.6
},
{
"caliber": "Caliber9x19PARA",
"loyaltyDelta": 1.4
},
{
"caliber": "Caliber9x18PM",
"loyaltyDelta": 1
},
{
"caliber": "Caliber127x55",
"loyaltyDelta": -1
},
{
"caliber": "Caliber9x21",
"loyaltyDelta": 0.5
},
{
"caliber": "Caliber752x25TT",
"loyaltyDelta": 0.5
},
{
"caliber": "Caliber86x70",
"loyaltyDelta": -2
},
{
"caliber": "Caliber556x45NATO",
"loyaltyDelta": 0.4
},
{
"caliber": "Caliber545x39",
"loyaltyDelta": 0.3
},
{
"caliber": "Caliber127x33",
"loyaltyDelta": -0.5
}
],
//If the damage of an ammunition falls within one (or more) of the intervals then its loyalty score will be modified by the corresponding delta
"damageRules": [
{
"damageInterval": [85, 90],
"loyaltyDelta": 0.5
},
{
"damageInterval": [90, 100],
"loyaltyDelta": 1
},
{
"damageInterval": [100, 120],
"loyaltyDelta": 1.5
},
{
"damageInterval": [120, 255],
"loyaltyDelta": 2
},
{
"damageInterval": [255, 360],
"loyaltyDelta": 3
},
{
"damageInterval": [360, 9999],
"loyaltyDelta": 4
}
],
//Disable the ammo balancing module on the following calibers
"ignoreCalibers": [
"Caliber26x75", //Flare gun
],
//Settings specific to hideout crafts of ammo
"craftSettings": {
//If disabled ammo crafts will not be changed by this mod
"enable": true,
//If loyalty score falls between the given ranges then the ammunition craft will end up in the corresponding workbench level
"loyaltyToLevelRanges": [
{
"range": [-9999, 2.5],
"level": 1
},
{
"range": [2.5, 3.5],
"level": 2
},
{
"range": [3.5, 9999],
"level": 3
}
]
},
},
//Weapons rebalancing module
"weaponRules": {
"enable": true,
"logChanges": false, //For debugging
//Change every weapon loyalty level by this much
"globalDelta": 0,
//All weapons will bring all of their default parts to their same loyalty level. If multiple weapons share the same default parts the lowest level is picked
//For example if this is true the default m4 gas block will always be found on the same loyalty level as the m4
"attachmentsFollowDefaultBuild": true,
//Add this delta if the weapon contains any attachments that cannot be purchased at the trader level the weapon would otherwise be placed at
//Won't affect attachments that are part of the default build of the weapon
//If attachmentsFollowDefaultBuild is set to false i reccomend setting this to 0
//If this is different than 0 the mod will take a few seconds longer to load when starting the server (still no performance impact when playing, no worries)
"advancedAttachmentsDelta": 1,
//Base loyalty score of each weapon is decided by its caliber. If the caliber of the weapon is not listed below then the default value will be picked
//Loyalty score is then further modified by the other rules
"defaultBaseLoyalty": 2,
"weaponBaseLoyaltyByCaliber": [
{
"caliber": "Caliber762x51",
"baseLoyalty": 3.8
},
{
"caliber": "Caliber556x45NATO",
"baseLoyalty": 3
},
{
"caliber": "Caliber545x39",
"baseLoyalty": 3
},
{
"caliber": "Caliber762x39",
"baseLoyalty": 3
},
{
"caliber": "Caliber57x28",
"baseLoyalty": 2.5
},
{
"caliber": "Caliber46x30",
"baseLoyalty": 2.5
},
{
"caliber": "Caliber9x19PARA",
"baseLoyalty": 1
},
{
"caliber": "Caliber366TKM",
"baseLoyalty": 2
},
{
"caliber": "Caliber9x39",
"baseLoyalty": 2.5
},
{
"caliber": "Caliber127x55",
"baseLoyalty": 3.5
},
{
"caliber": "Caliber23x75",
"baseLoyalty": 5
},
{
"caliber": "Caliber9x18PM",
"baseLoyalty": 1
},
{
"caliber": "Caliber9x18PMM",
"baseLoyalty": 1
},
{
"caliber": "Caliber762x25TT",
"baseLoyalty": 1
},
{
"caliber": "Caliber86x70",
"baseLoyalty": 6
},
{
"caliber": "Caliber1143x23ACP",
"baseLoyalty": 2
},
{
"caliber": "Caliber762x54R",
"baseLoyalty": 3.5
},
{
"caliber": "Caliber68x51",
"baseLoyalty": 4.9
},
{
"caliber": "Caliber127x33",
"baseLoyalty": 4
},
{
"caliber": "Caliber12g",
"baseLoyalty": 3.7
},
{
"caliber": "Caliber762x39",
"baseLoyalty": 3
},
],
//Modify the loyalty score depending on the BEST fire mode available to the weapon
//Manual includes bolt-action, pump-action and single-shot
//Semiauto includes semi automatic, double-action and double barrel
//Fullauto and burst are self-explanatory
"fireModeRules": [
{
"mode" : "manual",
"delta" : -2
},
{
"mode" : "semiauto",
"delta" : -1
},
{
"mode" : "burst",
"delta" : -0.5
},
{
"mode" : "fullauto",
"delta" : 0
}
],
//If the fire rate of a weapon falls within one (or more) of the intervals then its loyalty score will be modified by the corresponding delta
//THIS ONLY AFFECTS FULL AUTO AND BURST WEAPONS
"fireRateRules": [
{
"rateInterval": [0, 620],
"delta": -0.7
},
{
"rateInterval": [620, 760],
"delta": -0.5
},
{
"rateInterval": [900, 99999],
"delta": 1
}
],
//If multiple weapons share the same niche then the better ones will be upshifted to higher trader levels (how a niche is defined is configurable below)
//For example if both the UMP and the Vector.45 happen to both fall into loyalty level 3 then the Vector will be upshifted to level 4 (if the power level rules below define the Vector as a better weapon than the UMP and with default niche definition)
//Loyalty level for shifting is checked after all other rules have already been applied.
//The shifting applies recursively. This means that if, for example, three weapons of three different power levels all share the same niche and loyalty level then one will stay at that level, one will be shifted once and the other will be shifted twice
"upshiftRules": {
"enable": true,
"shiftAmount": 1,
//If true, the worse weapon will be shifted down instead of the better one being shifted up
"shiftDownInstead": false,
//How is a wapon niche defined for shifting?
"devideNicheByFiremode": true, //If true, weapons of different fire modes will be considered as parts of different niches. Only cares about the best available fire mode and only considers "manual", "semi auto", "burst" and "fullauto"
"devideNicheByCaliber": true, //If true, weapons of different calibers will be considered as parts of different niches
"devideNicheByBarterType": true, //If true, items sold for currency and items recieved from barters will be considered of two different niches
"devideNicheByQuestLock": true, //If true, items locked behind quests and items that aren't so will be considered of two different niches
//Power levels of weapons. This is used to determine which weapons are better than which others. Has only meaning in a relative sense (to define an order between weapons of same niche), the absolute value is meaningless.
//For example if we want to define the Vepr Hunter as a weaker weapon compared to the RSASS we only need to set their power levels so that the VPO's is lower, the actual numbers don't matter
//Once again, the power level is compared for a possible shift only between weapons that share the same caliber AND fire mode AND loyalty level (with default niche settings)
//For example the power level of the Vepr Hunter will never compared to that of the SCAR-H nor that of the STM-9
//If two weapons in the same niche and loyalty level have the same power level then neither will be shifted
"powerLevels": {
//// SEMI-AUTO 7.62x51 ////
"5c501a4d2e221602b412b540" : 1, //Vepr Hunter
"5f2a9575926fd9352339381f" : 2, //RFB
"5aafa857e5b5b00018480968" : 2, //M1A
"6176aca650224f204c1da3fb" : 3, //G28
"5a367e5dc4a282000e49738f" : 3, //RSASS
"5df8ce05b11454561e39243b" : 3, //SR-25
//// FULL-AUTO SHOTGUNS ////
"66ffa9b66e19cc902401c5e8": 1, //AA-12 Gen 1
"67124dcfa3541f2a1f0e788b": 1, //AA-12 Gen 2
"674fe9a75e51f1c47c04ec23": 2, //Auto Saiga-12k
//// FULL-AUTO 3x39 ////
"644674a13d52156624001fbc": 1, //9A-91
"645e0c6b3b381ede770e1cc9": 2, //VSK-94
"57838ad32459774a17445cd2": 3, //VSS
"57c44b372459772d2b39b8ce": 4, //AS-VAL
"651450ce0e00edc794068371": 4, //SR-3M
//// BOLT-ACTION 7.62×51 ////
"5bfea6e90db834001b7347f3": 1, //M700
"5df24cf80dee1b22f862e9bc": 2, //T-5000M
"588892092459774ac91d4b11": 3, //DVL
//// FULL-AUTO 9x19 ////
"5926bb2186f7744b1c6c6e60": 1, //MP5
"66992b349950f5f4cd06029f": 1, //Uzi
"58948c8e86f77409493f7266": 2, //MPX
"6680304edadb7aa61d00cef0": 2, //Uzi-pro
"668e71a8dadf42204c032ce1": 2, //Uzi-pro SMG
//// BOLT-ACTION 7.62x54R ////
"5ae08f0a5acfc408fb1398a1": 1, //Mosin
"5bfd297f0db834001a669119": 1, //Mosin infantry
"55801eed4bdc2d89578b4588": 2, //SV-98
//// FULL-AUTO 7.62x51 ////
"5b0bbe4e5acfc40dc528a72d": 1, //SA58
"5dcbd56fdbd3d91b3e5468d5": 2, //Black MDR
"6165ac306ef05c2ce828ef74": 2, //Scar-H (FDE)
"6183afd850224f204c1da514": 2, //Scar-H
"676176d362e0497044079f4c": 3, //Scar-H X-17
//// .45 PISTOLS ////
"5e81c3cbac2bb513793cdc75": 1, //m1911
"6193a720f8ee7e52e42109ed": 2, //USP .45
}
}
},
//Modify loyalty score of the given items by the given amount
//This only affects items that are already affected by at least one other algorithmical rebalancing module (so items such as ammo if ammo rebalancing is enabled)
"explicitLoyaltyDelta": {
//ID of the specific trade, NOT the id of the item being sold
"trades": {
},
//ID of the item being sold
"items": {
"57dc2fa62459775949412633": -0.7, //AKS-74U
"583990e32459771419544dd2": -0.7, //AKS-74UN
"5839a40f24597726f856b511": -0.7, //AKS-74UB
"62e7c4fba689e8c9c50dfc38": -1, //AUG A1
"61f7c9e189e6fb1a5e3ea78d": -2, //MP-18
"606587252535c57a13424cfd": +1, //Mutant
"5bb2475ed4351e00853264e3": +1, //HK 416A5
"6513ef33e06849f06c0957ca": +1, //RPD
"65268d8ecb944ff1e90ea385": +2, //RPDN
"60db29ce99594040e04c4a27": -1, //Revolving shotgun
"5580223e4bdc2d1c128b457f": -2, //MP-43
"5bfd297f0db834001a669119": -1, //Mosin infantry
"6499849fc93611967b034949": +0.7, //Ak-12
"628a60ae6b1d481ff772e9c8": +0.7, //RD-704
"576165642459773c7a400233": +1, //Saiga-12k
"674fe9a75e51f1c47c04ec23": +1, //Saiga-12k automatic
}
},
//Ignore all previous calculations and set the given items or trades to the given levels
//Items and trades specified here will also be ignored by all other systems (for example they won't count for the shifting system)
"explicitLoyaltyOverride": {
//ID of the specific trade, NOT the id of the item being sold
"trades": {
},
//ID of the item being sold
"items": {
"627e14b21713922ded6f2c15": 4, //AXMC
}
}
},
//Development options
"dev": {
//Hide info logging of each change being applied when mod is loading
"muteProgressOnServerLoad": false,
//When an error occurs show the whole error message
"showFullError": true,
}
}
Display More
Some mods like AmandsSense 2.0 use flea availability to assign a value to items, making unpurchasable items count as very valuable. Since my mod bans most items from the flea market that behavior will be broken and will tag all items as very valuable and you may want to check the other's mod config to fix that. Beyond that no incompatibility is known
Raid Overhaul's DisableFleaBlacklist will make it so that any item will be purchasable on the flea, overriding the flea disabling module of this mod
"Ref - SPT Friendly Quests" and "Bosses have Lega Medals" are highly recommended for use together with this mod
If you're gonna use "WTT - Pack 'n' Strap" please do change its config so that you lose belts on death otherwise they act as better and cheaper safe containers, breaking the progression system i built. With default configs my mod makes med pouches and ammo pouches from both "WTT - Pack 'n' Strap" and "Tactical Gear Component" nerfed to be much smaller and much more expensive to buy
For a full list of mods i recommend (regardless of whether you're using this one or not) check this out
Like any other mod you simply need to unzip the files into your SPT folder. This mod is technically split into a server mod and a client mod but you don't need to concern yourself with that, just move both the BepInEx folder and the user folder in your installation. The config is found in the server mod (inside user/mods/drunkgeko-gekos_betterprogression/config)
If you want to try the mod in a way that almost resembles a hardcore run i suggest heading into the config and in the algorithmicalRebalancing settings bumping up the globalDelta for both weapon and ammo rules to 1 (or even more if you're sadistic). This will make it so that at tier 1 you'll only have access to the worse weapons and ammunitions the game has to offer, mostly pistols. You can pair that with clampToMaxLevel to false. You could also make the global even higher and compensate it with a bigger negative barterDelta if you like the game to be more barter-centric with currency trades only available at later tiers and for worse items
If you do any of that i would also suggest emptying out your stash at the start
You could also try pairing this mod with "Bronzeman", i haven't personally tried if they work together but i don't see why not and they should pair nicely
-
Version 1.1.3
- DrunkGeko
- 4.2k Downloads
- Improved error handling in the case of some other mod adding a trade for an item that doesn't exist
-
Version 1.1.2
- DrunkGeko
- 2.1k Downloads
- Fixed a bug where skill buffs were not being updated correctly on game start
- Thanks to Big_Daddio_Paddio and Seriy500 for the report
-
Version 1.1.1
- DrunkGeko
- 855 Downloads
- Fixed stupid ass typo that broke the Ref reputation gains on PMC kill
- Thanks to DevilFlippy for the report
-
Version 1.1.0
- DrunkGeko
- 129 Downloads
CONFIG FILES FROM PAST VERSIONS OF THE MOD ARE NOT COMPATIBLE WITH THIS VERSION
- Added workaround to breaking SPT bug in more recent versions that would strip guns and cause other oddities when the algorithmical rebalancing was enabled
- Thanks to DevilFlippy and DirtyWindshield for the report
- Improved Secure Container grid changing logic to no longer overwrite container filters with default ones
- This should help with mods such as Gilded Key Storage that modified the allowed items in containers. Previously the compatibility with such mods depended on load order, now it should work regardless of order
- Thanks to JulioZer for the report
- Secure Container grid sizes are now considerably easier to customize in the config file
Images
-
Version 1.0.1
- DrunkGeko
- 1.1k Downloads
- Fixed a breaking bug with FiR requirements in repeatable quests
- Now requires SPT 3.11.1 or above (3.11.0 is no longer supported)
-
Version 1.0.0
- DrunkGeko
- 122 Downloads
Seananigans
I think I already know the answer but want to confirm before I give up on it. This is incompatible with AQP - Algorithmic Quest Progression, right? I would love to be able to have both.
DrunkGeko Author
I honestly have no idea but i suspect it should be fine. I think that at worst you'll have some kinks here and there that you can iron out by tweaking the respective configs. But again, no actual idea, i haven't tried
TheSaladGuy
Hey, I opened the source of the mod and I think there’s a bug that happens specifically when applying skill points and possibly affects other skills too, not just Mag Drills.
In
AdditionalSkillLevels.cs
, theSkillClass.Level
getter is patched to add the delta fromAdditionalLevels
, which makes the displayed level go up (like showing level 28 even if the base was 12). But I noticed that the actual bonuses applied still follow the original base level.So after assigning points, the game says “Skill leveled to 12” and bonuses stay at that level, even though the visual level is higher. I think this happens because EFT’s bonus logic and internal systems don’t use the patched
Level
value — they still rely on the native XP level from progress.Unless the bonus and event logic are also patched to use the augmented level, the bonuses will stay out of sync with what’s shown.
It only happens first time you enter a raid after allocating skill points while outside the raid, possibly could happen even when you allocate points during the raid.
TheSaladGuy
Reentering raid or the game fixes it.
DrunkGeko Author
From what i understand It's not because of what you said, it actually happens because EFT caches buff values and you have to call an update function to make them notice the skill level change. I do call it but I probably messed up somewhere and am not calling said update function in all the places where i should
TheSaladGuy
Yep you are right, that was my first thought but now i can confirm this is the case. Good luck fixing, and yet again really sick mod, changes the way i look at Tarkov.
Juniperdude
hey so quick question I'm getting an error message chain repeating "[gekos_betterprogression-1.1.3] Trader item [object Object] with table ID "code here" couldn't be found in the tables ! I don't know what's causing it or if it's just a bug and I do not know how to fix it
DrunkGeko Author
Some other mod adds a trade that has no item corresponding to it. Basically a trader is selling something that doesn't exist. It shouldn't be a problem, you can just safely ignore it (for the purposes of my mod, idk about others)
MidRollerJ
how do i config this for my loyalty and skill points? I'm in the json5 file but idk what to put in the open spot
DrunkGeko Author
I'm not sure i understand what you're trying to do
TheSaladGuy
Hi Geko,
There's a bug with
automaticallyRefundOverflows
in Better Progression.When a skill like Mag Drills gets to ~45+, it starts showing “Level 1”, “Level 2” on level-up, and the tooltips says it’s a lower level.
This isn’t just visual — the skill actually behaves like it's level 1 again (slow reloads, etc.), even though the XP bar and level number look correct. Disabling the setting fixes it.
Looks like the refund logic breaks the actual skill level and not just the display.
Thanks for the great mod.
DrunkGeko Author
Yeah i had a few reports of that, will look into it
Whomst__
Hi, have been playing the mod. Occurred to me though that the waist pouch has a cultist circle recipe to recieve a kappa container. Is this intended?
DrunkGeko Author
As in you can
a waist pouch to get a kappa? My mod for sure doesn't add that but i'm not aware of it being in vanilla either
EDIT: lmao the gif was not intentional, it just appears on its own in place of the world sacri/fice
Whomst__
I'm pretty sure something in our mod list has it backwards or something. It used to be that if you sac'd a kappa container it would give you a waist pouch. I don't think that's the case anymore in
live tarkov.
fishman
hello, so the mod now works good for me except for the fact that I'm getting spammed by the notification "mag drills leveled up to 1" even though I maxed it out 'naturally' (not by allocating points to it)
it's at every start of raid and also pops up randomly 12-15 times in a row giving me huge lags, any fix?
DrunkGeko Author
Hmmm i'm not sure why that could be happening, do you have any other mods that might reasonably mess with skills?
Slumpyyy
hello, love the mod so far. the economy never felt like a challenge in spt for me but this mod fixes that perfectly.
i was curious if custom traders were affected by the algorithmic rebalance by default? i love the extra quests they add but i have a few that offer items that seem a little overpowered at the moment. i looked through the config.json but didnt see anything on this.
anyways love your mod thanks for making it
DrunkGeko Author
Yes they do get balanced by default but it's always just ammo and weapons that are affected (maybe i will add an armour module as well in the future but no promises). There is a blacklist option to disable the balancing on specific traders (even modded ones)
For that to work however my mod has to load after the mods that add the traders so if it doesn't work you may want to double check the load order
ShowerChocolate
By turning on EnableDeallocation, in-raid I seem to be able to just... remove all the skill points from a given skill completely. I have (with the help of rewa
rded Skill Points) ELITE Strength, I turned on De-allocation and decided to test it in-raid (where in all likelihood I... shouldn't be doing allocation in the first place) and... I was allowed to remove every Skill Point in Strength, both Allocation and Natural Progression.After checking outside of Raid, yep I can... just remove Skill Points from Naturally levelled Skills. This seems unintended, and for me it's just confusing. Based on the comment in the config file I was under the assumption that I could ONLY remove Invested/Allocated Skill Points given from the mod.
Under another commenter you mentioned the Mod's save file, is that in .qodo as "history.sqlite"?
Apologies, the Skill Levels Savedata is located within the BepInEx part of this mod's files, I should have checked all facets before questioning that.
I also wanna say, man this mod is cool. I'm not sure what the impact of the Algorithm Rebalancing has at base (I never paid too much attention to Trader stock to begin with, but it seems to tier weapons of the same caliber and only offer them based on Loyalty Levels, as if that's the next "Tier" from the Trader to offer said gun which is REALLY COOL). The impact of not being able to Flea anything really made me re-consider what I take out of Raid, and overall streamlined my looting experience. Having a Full Container Progression built in for me is awesome, for Zero-Hero playthroughs having no container and having a Quest provide them all made me REALLY FOCUS questing. Being able to manually adjust and change individual Skill XP gain is an immense tool for tuning a specific feel of the game, Base Game Skill progression just doesn't make a lick of sense to me (it's terribly slow with INSANELY QUICK XP Falloff), and having Metabolism actually... y'know... not be at Elite before Level 20 just makes me happy. It's also more in depth compared to something offered from say, SVM, which I always love depth. You made the Config file easy to approach and digest with the comments you left in it, which is peak coding.
DrunkGeko Author
Thanks, i'm really glad you're enjoying the mod so much!
And yeah, unallocating natural points is unintended, i thought i had put a check in place to prevent that but i suppose i fucked something up at some point, i'll add it to the ever-growing todo list and will get to it once i have a bit more time. Thanks for the report!
ShowerChocolate
No worries, I understand modding is a passion project and will always take time. Take care of yourself outside of the project.
Hollenfeuer
So it sounds like I can keep low tier equipment and guns throughout the whole play through, right?
DrunkGeko Author
I'm not sure i understand the question. You can tweak the settings in such a way that even late game you will only be able to purchase low tier equipment, yes, if that's what you were asking
Hollenfeuer
Yes, sorry I am awful at explaining things. Would that keep PMC's with the same lvl of gear?
DrunkGeko Author
Depends on the mod you're using for PMC gear. Afaik the only one that bases PMC gear on trader level is ALP
milkybear
How could i get money if flea market is totally disabled
DrunkGeko Author
Just sell to traders
TheSaladGuy
Hmmm for scavs the skill distribution seemed inconsistent. As if first time i put points on pmcs the second time i started with those points where i distributed them and from after that it was always like that. I'm not sure maybe the spent points are shared?
DrunkGeko Author
Now that you mentioned it that could be the case, i never play scav on SPT so it just entirely escaped my mind
Will add to the to-do list
TheSaladGuy
Great, also wiping profile does not reset the skill per level.
Lets say i gained skills up to lvl 15, after i wipe profile i can't gain skills until lvl 15 and they are not even refunded.
DrunkGeko Author
Yeah mod data is stored separately from the profile data because of how mods work. If you make a brand new profile then you should be fine, allocated points are bound to the profile ID. Otherwise you can go inside the mod folder and edit or delete the save file to obtain the same result
Makarov
Hi, has anyone had this issue where 545 PP ammo cannot be crafted even after completing punisher pt3? I was thinking that it could be related to this mod because that is the only one I have that impact traders and progression. Please let me know if anything.
DrunkGeko Author
I had a few reports of quest-locked crafts not showing up. I've been rather busy these days so i haven't looked into it yet but you can temporarily disable the rebalancing of crafts in the config file and you should get the recipe back
Makarov
Thanks for the reply! Your mod is awesome btw, I understand you guys have a life too, so take that as simple feedback. It's alreay appreciated that you take the time to look into it. Have a great one!
DAMEKILLA
Kick ass mod, love the whole idea thanks alot!!!!!
Silly question I'm sure but has anyone had ragman (only) not equipping clothing items after the install of this mod. any ideas related or unrelated idea's.
(No clothing mod or mods installed)
fishman
hey,
first of all, awesome mod!
but I'd like to ask, if not to much, for a version with only the skill points and ref standing parts, or a way to only have that because that's what I'm interested in.
I tried tweaking the config, but there's so much going on with the algo rebalance that it kept breaking the game for me...
I have other mods but I'd like to keep the game as base as possible with being able to level up skills (with intellect being bugged and doesn't level up at all) and your points allocating is just genius.
thanks, I hope it's possible and not too much trouble.
DrunkGeko Author
The config is split in sections and each section you can just entirely disable by setting enable = false. It's always the first option in each section
So you can just do that for every module you don't care about and then disable the remaining things in the misc section
fishman
oh yeah I saw, and it was actually the first thing I did, but still I had issues with the algo changes when running the server...
I don't have the best hardware right now so maybe it took so long to run that it displayed an error or something.
I'll try again with the enabling and see.
thank you
Mageh533
Heya, just recently found out this mod also happens to conflict with the Friendly PMCs mod. It spits out an error in the console when doing the algorithmical rebalancing, most likely since the friendly pmc mod includes new quests.
DrunkGeko Author
Could you please post the error?
Mageh533
AcidMC
Hi Geko! Good mod!
Wanted to ask. Would I be right to understand that your mod doesn't support other locales than eng when cleaning FiR lines from 'in raid' part?
JFYI russian counterpart for this is 'Найти в рейде' (or 'найти в рейде' for lower case), and part to remove would be 'в рейде'.
DrunkGeko Author
Yes indeed, the mod doesn't support languages other than english
Trying to do so would spawn too many edge cases in languages i don't even understand, it would be a nightmare to deal with, sadly i can't promise i'll ever do it
AcidMC
You can just set up config for locales corresponding to locale names and leave it to the community. Whenever nothing's provided in config (entry not found), use default en case or don't do regex parse at all.
In my book that shall be the best option there is code-wise.
TheSaladGuy
Very awesome mod and not what i expected. Color me impressed. I'm playing around with the skill multipliers, i activated all of them. Becoming a tarkov boss as i level up
Trader Modding And Improved Weapon Building is definitely a must have since without flea market the weapon builder is rendered useless.
Caimon
Does this by chance effect Boss spawns in any way? or even if it doesn't change anything, does it have a default value that it may over-write the spawn chances I set in SVM? I'm starting a zero to hero profile so I have absolutely nothing to really allow me to take a hit from a boss with any decent ammo. After making it through the starting ground zero quests I started on woods and customs. I have run about 15 raids between customs and woods now and have been killed every time by either Partisan or the Goons. Half way through those raids I put Goons to 20% from 30% and Partisan to 5% from 30%. Killed by Partisan the very next raid. Am I just unlucky?
DrunkGeko Author
I guess so, my mod doesn't mess with boss spawn chance in any way at all
Did you remember to check the little box that overrides Partisan's unique spawn behavior in SVM?
Caimon
I did. I think it's just bizarrely bad luck. Thanks for the reply. This progression is exactly what I've been trying to build with a collection of mods by the way. Kudos to you mate. good shit.
IceMaverick
Good day,
I'm still a bit away from jumping to 3.11, but I've begun building my modlist for it and am especially looking at new-to-SPT mods in 3.11's life cycle and doing research into if I want to include them in the eventual complete list.
I note that you recommend the Ref tweak for SPT - that I love and am already including - which if I recall adds the Theta container.
I also note that the Theta container doesn't seem to be in the list of containers that your overhaul touches in the description and I have concerns that it's now significantly weaker than secure containers that seem to appear earlier in an account's lifespan.
Is that an oversight of the description, or are you intentionally not touching that container in this overhaul?
DrunkGeko Author
I didn't change it because having never gotten it i don't know excactly where it fits in the progression curve. That said applying your own modification to it in the config file is rather trivial if you want to. If you end up doing that please do let me know how you modified it and how it feels and fits in the progression of the game
IceMaverick
Ah I gotcha. Well that's good. When I finally get into 3.11, I'll have to pop open your config and see what's going on in there.
In my older 3.9.0 playthrough when I first got the Theta, it had 10 slots, giving it +1 over Gamma, but it was segmented like a vest instead of just a larger square. It used to be like 2x2 + 1x2 + 1x2 + 1x2. Which I personally found to be like a side-grade to the Gamma. The segmentation made it a bit awkward compared to just *big square*.
But I think Live Tarkov changed the Theta a bit ago to be 4x2 + 1x2 (So now it's an Epsilon with an extra mag-pouch). I don't know if AcidPhantasm updated his Ref mod to match between 3.9 and now because I don't see it in the changelog and haven't played a newer version of the mod yet to see if it was a silent update.
So still 10 slots, but now the first 3 segments have been fused into one longer space. I think people consider it an upgrade over Gamma nowadays with that layout. For me personally, it's like a... diagonal-grade for me. Kappa is very clearly a direct upgrade over Gamma, but Theta not having any 3-wide segments sometimes makes me want to continue using Gamma in some cases, but Theta does objectively have more room in it.
rankednub
What is this error I'm getting? I'm not sure what's causing this.
DrunkGeko Author
Are you using the latest version of SPT (3.11.3) and of my mod (1.1.3)? There used to be a bug that looked kind of like that with an older version of SPT (iirc it was 3.11.1) when it interacted with my mod
AngryBB
Hi. There seems to be an issue with "Settings specific to hideout crafts of ammo". When it is enabled the recipe for .366 TKM AP-M that you get from Tarkov Shooter Part 3 is missing from Level 3 workbench. Can you please verify that one? Thank you in advance.
DrunkGeko Author
I have had other reports of that happening, when i have some spare time i'll look into it.
In the meantime you can disable the craft rebalancing and hopefully you'll have the craft back (at its vanilla tier)
AngryBB
Already did
I only submitted the comment after I verified that it is that option indeed. If it is turned off the craft is returned.
thegreenyoshi
sorry to be pain but im new to this. so if i want flea market on do i just change the true to false
DrunkGeko Author
Indeed
Although if you're gonna do that i highly suggest also disabling the part that removes FiR otherwise you trivialize too much of the game imo, but it's up to you of course
hienpham0618
I want this mod so bad. Wonder if the older version of this mod work with SPT 3.10?
DrunkGeko Author
I was initially building it on 3.10 (before i released the 1.0 version) but it shouldn't support it anymore as some features rely on things added in 3.11
-HUNK-
First off really enjoying the mod ! but for some reason the flea market is selling more than just keys and cant figure out what is causing it?
this is my mod order
{
"order": [
"acidphantasm-bosseshavelegamedals",
"acidphantasm-botplacementsystem",
"acidphantasm-refsptfriendlyquests",
"acidphantasm-stattrack",
"bakahashi-pityloot",
"BRNVG_N-15Adapter",
"choccy-saa-1.0.9",
"choccy-striker-1.0.6",
"cj-removetimegatefromquests",
"DrakiaXYZ-NoBossPMCs",
"ExpandedTaskText",
"GuidingLight",
"inory-dynamicgoons",
"Jehree-GildedKeyStorage",
"JoshMate-BetterBackpacks",
"leaves-shiny_airdrop_guns",
"MoreCheckmarksBackend",
"MusicManiac-LessRestrictingHeadwear",
"rairaitheraichu-ammostats",
"SkillsExtended",
"Skwizzy-LootingBots-ServerMod",
"RaidOverhaul",
"drunkgeko-gekos_betterprogression",
"spring-FairFight_BrainRebalance",
"SPTDynamicMaps",
"tyfon-hideoutinprogress",
"tyfon-uifixes",
"tyfon-weaponcustomizer",
"Valens-Progression_v2.1.9",
"Virtual's Custom Quest Loader",
"zzMusicManiac-KeysInLoot",
"[SVM] Server Value Modifier"
]
DrunkGeko Author
Another user in this comment section mentioned that the issue seems to be caused by Raid Overhaul
-HUNK-
if anyone else has this problem i changed DisableFleaBlacklist to false in the RaidOverhaul config
and that seemed to fix the issue
rankednub
Minor issue but when I ads and use a scope like VUDU or RAZOR and I strafe right or left (spamming a or d), my scope twitches. It's nothing crazy but really distracts me and is really irritating. I removed the mod temporarily and it fixed my issue. Something to do with the movement buff? I'm not sure how to fix this because I would love to keep the mod.
DrunkGeko Author
It's almost certainty not something to do directly with my mod, sounds very weird. I guess you could try disabling the skill buffs and see if that somehow causes it
UselessAqua
I really like the mod makes it much friendly for a Singleplayer game.
I have a question about the FiR status.
I play mostly without traders, like all of my gear any most stuff I use is gathered in raid rather than bought, so I go full loot goblin with tons of stuff.
The problem with this is organisation with stuff that can stack like ammo. Because FiR and not-FiR Ammo will not stack automaticly.
My question: Can you make it so, that all of the gear that is on the player gets marked as FiR at the end of the raid.
I think I also found a bug. -> Ammunition, Magazine and Med cases buffed to 8x8
They are only 7x7 (49) for me. Your mod is loaded last.
DrunkGeko Author
Thanks for the bug report, i'll add it to the to do list
As for the feature request i don't think i'm gonna implement that mostly because it's already a vanilla feature in live EFT (ammo and currency FiR stacking) so we just gotta wait for an SPT update for that to be solved
WhiteWendigo
Actually, there is a way you can get around that. Check out a mod called SVM (Server Value Modifier) Server Value Modifier [SVM]
This allows you to change a ton of settings in your game that you can save in presets. There are options in there to mess with the FiR settings, along with other stuff that might suit your needs.
UselessAqua
@WhiteWendigo
Thx, but I am already using that as a workaround.
Nahks
Hi !
Thanks for your mod. I've been enjoying it so far.
It's a life (time) saver for us, folks that what to enjoy EFT/SPT but can't put many gaming hours...
However, your mod seems to conflict with the acidphantasm's "Item Valuation" mod, which I found very useful as well... Most (if not all) items are displayed with a red background appart from ammo. I guess it's a problem with (flea market) price recognition ?
Any idea on how to fix that ?
(I've changed loading order etc. and it doesn't fix the issues)
Cheers,
Nahks
DrunkGeko Author
I think it's down to the fact that Item Valutation shows items that cannot be bought on the flea as red and my mod makes it so no items can be bought on the flea (except keys)
It's not really a conflict per se, it's more that the two mods aren't really designed to work with one another since Item Valuation expects most items on the flea to be available, there's not much i can do here unfortunately. Have you tried looking into IV's config file to see if you can disable the red backgrounds for unbuyable items? Otherwise IIRC there's alternative mods that should do similar things, maybe those work better with a disabled flea market, worth a shot
I guess a last resort would be to just disable the "disable flea market" module of my mod in the config and just opt not to use it yourself
Nahks
Right.... Sorry for the dumb question. And thank your for the detailed and thoughtful answer.
I could indeed alter Item Valuation parameters so it works with your mod.
I could indeed switch to using trader prices rather than flea market for coloring in the config.json file of the mod. I also had to disable the coloring of "flea banned item" for all the different time type.
Hope this is useful to someone else later.
Cheers !
Thesifter300
I am noticing that a few crafting recipes are missing from the hideout. For example, .366 AP-M Rounds. I completed Jaegers quest that unlocked the recipe, only to never find it in the Workbench. Looked at the configuration file for rebalancing values and it should have been available at Workbench LVL 2. Waited until I upgraded to LVL 3 and still didn't see it.
Don't have any other mods that would affect the hideout or its mechanics
DrunkGeko Author
Hmmm that's bizzarre. I'll look into it. Is it just quest-locked crafts perhaps? Can you find some more examples?
Thesifter300
I believe it's just Quest Locked Crafts. I am noticing how LVL 1 Intel doesn't have any crafting recipes. Not sure if that means everything got upscaled or if that's intended.
Will look for more examples
DrunkGeko Author
If i'm not mistaken lvl 1 intel center doesn't have any recipes in vanilla either, i only change the tiers of ammo recipes anyway. If intel center recipes are getting moved around then that's yet another bug
Singlain
Will this mod be compatible with Realism mod when it gets released for 3.11?
DrunkGeko Author
Your guess is as good as mine
Singlain
I guess it will require somewhat of a compatibility layer or economy and trader changes needing disabling in Realism Config App