
Featured Geko's Better Progression 1.1.3
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- SPT 3.11
- DrunkGeko
- 6.1k Downloads
- 127 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
This mod causes issues with AmandsSense 2.0, beyond that no incompatability 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)
-
Version 1.1.3
- DrunkGeko
- 1.8k 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
- 849 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
- 124 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
- 100 Downloads
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
Yukinoling
I really hope to add an option to check whether all items are fully viewed

Pilot1973.25
Hi while loading the mod I got this error
DrunkGeko Author
What other mods are you running? Did you change the config file?
Pilot1973.25
hub.sp-tarkov.com/gallery/image/2193/
hub.sp-tarkov.com/gallery/image/2194/
I didn't change the config.
kimbodo96
I also got this error. I am running quite a bit of mods but the major one is FIKA. I got this mod to run by changing algo rebalance to false. I would list my mods but currently I am away from my home pc.
AgentSmith
Me three
DrunkGeko Author
I looked into it a bit but i can't reproduce the bug myself, it's probably some other mod being incompatible
Right now i'm rather busy IRL but as soon as i have the time i'll push out a version that makes the bug less problematic (essentially it just skips over the item that's causing it instead of crashing the entire algorithmical rebalancing) and prints a better error so that i can have a bit of an easier time figuring this one out
Lobo_Cl
Hi, I was playing with my friends and when we unlocked flea market we figured out that it works like in normal tarkov instead of restricting it. We really enjoyed the "no found in-raid" feature and flea markets obviously ruins it as we could just buy the things for the quest. Is there a way to fix this?
DrunkGeko Author
With default config only keys should be available on the flea, if that's not the case then it's a bug.
That said i do not support FIKA so i cannot help with any bugs spawned out of it. If you can confirm that the bug happens even when you're not using FIKA then i'll look into it
Lobo_Cl
I tried only with the mod and no other else and it didn't work either
DrunkGeko Author
Aight, i'll look into it, thanks for the report
DrunkGeko Author
I'm not able to reproduce the bug myself. Are you getting any errors in the logs? Can you please give it a try without FIKA and with a freshly downloaded non-edited config file?
Lobo_Cl
Where can I find the logs? And I will try to do what you asked
apfaffman
seem to be getting a dependecy error trying to run this on my dockerized SPT backend:
any idea what this about?
DrunkGeko Author
Well the error seems to imply you're missing the json5 package. Beyond that i cannot help you, if you want to mess around with unusual installs you'll have to figure out the issues on your own
apfaffman
resolved after i deleted all .js and .js.maps files from the mod folder.
nice work! thanks for the mod.
h3ticnade
Thank you so much for this wonderful mod! I have one slight issue, it appears in fika, that my friend that plays gets skill points, but I the host does not, any ideas? Not super concerned Ill get past it but figured Id mention it!
DrunkGeko Author
I don't know how FIKA works and i don't actively support it. I'm afraid i can't help you very much here
I had a few people that play with FIKA and no one mentioned this issue so far, could it be that you're just missing the client mod or something like that? Especially because i find it bizzarre that the host is the one having issues, but again, i really don't know how FIKA works
h3ticnade
His bepin ex folder is literally mine thats why Im confused lol
Some_Weeb
I intend to download this mod at some point, but what's stopping me is if a new save is required for the mod to work properly.
So with that being said, do I need to start fresh or can I use it with my current save?
DrunkGeko Author
Mod is intended to work on a fresh save but it works fine even if you don't do that, there's no big issues with installing it on a pre-existing save
You will be missing out on starting with a waist pouch and a level 1 stash though
Srispt
Hello, this mod modified the uses of keys?
I want unlimited uses of the Gilded Keys Storage Mod.
DrunkGeko Author
It does not, there are other mods for that
Srispt
Okay, I meant to ask if it interfered with the Gilded Key Storage mod. But it was another mod. I didn't express myself clearly. Thanks.
Big_Daddio_Paddio
Hey slight issue with the mod, each time I restart the game my skill values go back to level 10 but still show them maxed. For example I have mag drills maxed I get a extra %60 speed increase of reloading a mag and have the elite skill for it, next time I load up my game it goes down to %2 and still shows it elite with no elite perks working, thanks.
DrunkGeko Author
Well that's not exactly what i would call "slight", it's kinda bad. I'll look into it, thanks.
A few questions that would help me out:
- Do you have any erorrs in the logs?
- Do you get your skill points back too and have to re-assign them?
- Does it fixes itself if you do some specific thing like loading into a raid?
- Does it only happen for elite skills?
- What version of SPT and my mod are you using?
- Do you use any other mods?
- In your installation folder for SPT try looking inside BepInEx/plugins/gekos_api. What files do you see in there? There should two and a folder, is that the case?
Big_Daddio_Paddio
-I do not get any errors.
-The skill points stay in the skill and still say its maxed but do not give the effects of being elite and you keep the skill points.
-It does not fix without removing a skill point and putting it back in.
-can happen to others as well
-3.11.3 SPT, 1.1.1 geko's
-We use fika which is the most changing mod that we have with skills extended but I have removed all other mods and tested it that way and still same issue
-I have looked and both are there, but I took a look into "skill_levels_savedata.json" and it is completely inaccurate with how my skill points are allocated (my mag drills are elite in game but it says it is only level 42)
Thank you if you need any more help just ask.
DrunkGeko Author
The save file only stores the amount of points you've allocated "by hand" into it. It also doesn't care about overflow
I'll look into the issue but i can't and won't promise functionality with FIKA, if that's what's messing it up i can't do much to help you sadly
Big_Daddio_Paddio
Alright I'll take it, thank you man your mod is amazing btw.
Seriy500
got same problem, but no FIKA installed
MagCer
Do you reckon I should tune down the XP gain modifier from SVM down to 0.40 (default) from 1.0 (my setup) for the intended skill gain effect or is it fine?
DrunkGeko Author
Depends on how fast you want to be reaching max level. My mod has its own multiplier that you can also set on a per-skill basis if you'd like. I tuned the default values how i like them but there's space for making them more generous without breaking the game
Although honestly if you wanted to level up faster i would personally keep the speed as default and set the free points per level to 2 (or more)
MagCer
If the mod has its own multiplier, balanced around vanilla values, that doesnt override SVMs setup then I guess I'll put the SVM-set XP multiplier back to 0.40, thanks
Jzbirch
is there any way to enable flee? i love every other aspect of this mod other than that
DrunkGeko Author
There is, like most things you can change or disable them in the config file
Kititen
Hello, I deleted the old version and downloaded the new version and here is the error : The DrunkGeko-gekos_betterprogression 1.1.0 mod is incompatible with the current version of SPT. This mod was created for version SPT~3.11.1. Please check for an updated version of this mod. If you encounter problems with an incompatible version of the mod, support will not be provided.
There are errors in the mods, AND THE MODS WILL NOT LOAD.
Mr.Monkey
What do you think the problem is bro
DrunkGeko Author
You need SPT 3.11.1 or newer for the mod to work
DevilFlippy
I have an issue with weapon (default config)
They are sold broken (All AKs, some handgun and AR too, and their default config part are not sold at the same LL.
For example:
AKS-74-U : Prapor LL1 (but without the pistol grip)
All default AK pistol grip: Prapor LL2
But I can buy the "AK mission" grip (+8 ergo at Skier LL1)
So a lot of weapons are available but strip out
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DevilFlippy
I'm using the default config for
If you need my load order
DrunkGeko Author
That doesn't look like my mod's doing, i never mess with builds themselves, i only change the trader tier of already existing trade offers
Sounds like something you installed messed with the default weapon presets. If the default build for an AK comes without the pistol grip (for whatever reason that's happening) then my mod doesn't detect any pistol grip as that AK's default part and thus doesn't bring it to the weapon's tier, explaining why they are left on tier 2
It is worth noting that i have no clue on how FIKA works and i have no idea on whether it could cause unexpected behavior with my mod. That said i have a really hard time figuring out why my mod would ever cause builds to be changed, i doubt that it's the culprit
DevilFlippy
Disabling "algorithmicalRebalancing" fixe my issue.
i tried to load Fika first but it doesn't change anything.
I will try tomorrow without Fika, and let you know it's if because of it
DirtyWindshield
Same thing happening to me, the only mod installed and using the default config.
DrunkGeko Author
Well that's super bizzarre if it does that and my mod is the only one. Not even FIKA? I'll look into it
Is there any error in the logs? What version of SPT are you using?
Hauzman
Is it compatible with skills extended?
DrunkGeko Author
I haven't checked but it should be
Hauzman
I'm running your mod and the skills extended mod, after 10 raids I can confirm its compatible so far
DirtyWindshield
Is it possible for the secure containers to stay the same size as default, expect make the waist pouch 1 x 2 ?
DrunkGeko Author
Yes it is possible but it isn't trivial. You'll have to modify the secureChanges.json5 config file in config/advanced
Making that easier is on my to do list, eventually i will get to it
DevilFlippy
I did it if you want + change the Theta grid from 0.16.5.5 + fix for Raid Overhaul custom pouches
You just need to copy my code, and replace your config>advanced>secureChanges.json5
Backup your file before (just in case
DrunkGeko Author
Replying just to bring to your attention that i've made it much easier to do since version 1.1.0 of the mod
spicymanp
This is a really interesting take on the game and I think could inject some new life into the experience!
Thank you for taking the time to work all this out and create this! I am really looking forward to getting into this.
MrTouchy
Love the idea of the mod !
Is there a compatibility issue with other mods or mods you would not recommend with your mod ?
i would like the best experience with your mod
maybe add recommended mods and issue with mods or known problems on the main page that would be nice
thanks for your work !
DrunkGeko Author
The only (weird ass) incompatibility i was made aware of would be with AmandsSense. ODT's Softcore will technically work but a lot of the things that mod does overlaps with this so you may want to play with the respective configs if you want to use both
Besides that there's mostly two mods that i highly recommend using to complement my changes to ref: "Ref - SPT Friendly Quests" and "Bosses have Lega Medals"
I have a little list of recommended mods beyond their pairing with mine, i'll put it up on the mod page at some point
MrTouchy
alright thanks for your reply i will look into it and try your mod to pair with some different mods
DrunkGeko Author
I added a tab in the mod page with a link to my full list of recommended mods. Keep in mind that some of the mods on the list haven't been updated to 3.11 yet and also it's not a list designed around my own mod, more of a general list of recommendations
MrTouchy
alright thanks will check it out lets hope they will get updated soon
Lord Khaos
Yes! I can finally dump points into skills I hardly use or are a pain to level up.
Restarted another hardcore campaign just run this, loving it so far!
Good stuff!
JulioZer
Hi!
First of all, I love the new skill point system and the updated secure container — great work!
However, I’ve noticed two issues:
The Gilded Key Storage mod can no longer be placed inside the secure container, and I’m not sure why.
The AmandsSense 2.0 mod doesn’t seem to work properly with yours — all item icons and rarity colors are replaced by trader loot icons. I tried tweaking some things directly in Amands' mod, but nothing worked correctly.
Thanks in advance!
DrunkGeko Author
It is likely that Gilded Key Storage makes changes to the filters of the secure container and my mod then overrides those back to vanilla which is bad practice on my part. Thanks for letting me know, i'll try to fix that eventually. For the moment you can just have Gilded Key Storage load after my mod and it should work fine
The AmandsSense thing is very very weird. I'm not sure what that mod does behind the scenes but it shouldn't be related to anything i do, not sure what's going on there. Are you 100% positive that the issues come up only when my mod is present? Do you mind providing a screenshot of the issue?
JulioZer
Yeah, I think I’m the last person still using AmandsSense, haha 😅
Here’s how it looks witouth your mod:
Without Your Mod
And here’s how it looks with it:
With Your Mod
So, do I need to use a load order mod like LOE to make sure Gilded Key Storage loads after your mod?
DrunkGeko Author
I tried to take a brief look at AmandsSense code and i can't see how our two mods would ever interact, i'm afraid i cannot help you here, it's probably some bizzarre edge case. You could try asking the developers of that mod too maybe they can figure it out
As for the load order you don't need any mod to change it, you should have an order.json file in your mods folder and you can simply change that. Or yeah, use a mod if you like that better. But yes, if my mod loads earlier than Gilded Key Storage then i'm quite sure that the issue should go away
JulioZer
Okay, I tried reaching out to @Amands2Mello
Also, my
order.json
file is empty, that’s why I was wondering if I need a mod like LOA.Thank you for your time and your reply!
EDIT: After loading Gilded Key Storage after your mod it work! Thanks again!
Kippa
Sorry to ask but do you have AmandsSense working for 3.11? It's a mod I would quite like to use again. Thanks.
DeadLeaves
This seems really cool. Do I understand it correctly that you could in theory set the skill xp multiplier to 0, and then get a bunch of skill points per level so that it becomes sort of the "classic" rpg experience?
The only thing we're missing now is some sort of "perk" mod like the fallout games.
I was actually spitballing with Lacy the other day about something just like this. I'm so freaking hyped. Well done dude.
DrunkGeko Author
Yes you can in principle set the gain multiplier to 0 and raise the skill points earned per level to make it the only way to get levels (outside of quest rewards and such)
And as for perks, well, there's elite skills but i see your point. I have a much much much more ambitious mod idea that would rework the entire game into more of a ARPG-like make your build kind of game (probably inspired by PoE one way or another). Stuff like weapons and/or weapons parts with random affixes, a passive tree, slight level scaling for enemies and stuff like that. But i don't know if i'll ever go with it, it's probably way too much work for a single person, Exiled to Tarkov (Escape from Exile?) will probably remain just a dream
And thanks for the kind words! Your mods are also great, i use some combination of them almost every playthrough
DeadLeaves
this is 100% getting onto my next playthrough.
It would be really cool if you could set the max level of skills to character + x. So you can't just instantly zoom to max str + endurance. And actually spend points on other things. Naturally not a demand, just thought it'd be a cool feature.
I'm working with one of the SPT founders to make a basic Perk mod. It would be really cool to complement this mod with it. You really inspired me to start working on it. Thank you!
DrunkGeko Author
That's actually a good idea, i'm gonna add it to my to do list. I also wanted to split up strength into strength + athletics to avoid it being this OP, maybe eventually i'll get to it