Featured Geko's Better Progression 1.1.3

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What if EFT's progression wasn’t built and balanced around pay-to-win? What if you could actually level up skills? This mod (gently) reworks the entire progression system for smoother, more meaningful growth—fully customizable down to the tiniest detail.

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  • Version 1.1.3

    - Improved error handling in the case of some other mod adding a trade for an item that doesn't exist

  • Version 1.1.2

    • 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

    • Fixed stupid ass typo that broke the Ref reputation gains on PMC kill
      • Thanks to DevilFlippy for the report
  • Version 1.1.0

    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

    - 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

  • 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?

    • 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

    • 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.


  • What is this error I'm getting? I'm not sure what's causing this.

    • 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

  • 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.

    • 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)

    • 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.

  • sorry to be pain but im new to this. so if i want flea market on do i just change the true to false

    • 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

  • I want this mod so bad. Wonder if the older version of this mod work with SPT 3.10?

    Thumbs Up 1
    • 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

      Crying 1 Thumbs Up 1
  • 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"

    ]

    • Another user in this comment section mentioned that the issue seems to be caused by Raid Overhaul

    • if anyone else has this problem i changed DisableFleaBlacklist to false in the RaidOverhaul config

      and that seemed to fix the issue :thumbup:

      Heart 1
  • 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. :(

    • 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

  • 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.

    • 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

    • 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.

    • @WhiteWendigo

      Thx, but I am already using that as a workaround.

  • 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

    • 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

      Heart 1
    • 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 !

      Thumbs Up 2
  • 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

    • Hmmm that's bizzarre. I'll look into it. Is it just quest-locked crafts perhaps? Can you find some more examples?

    • 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

    • 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

  • Will this mod be compatible with Realism mod when it gets released for 3.11?

    • Your guess is as good as mine

    • I guess it will require somewhat of a compatibility layer or economy and trader changes needing disabling in Realism Config App

  • I really hope to add an option to check whether all items are fully viewed :love: :love: :love:

  • Hi while loading the mod I got this error


    • What other mods are you running? Did you change the config file?

    • 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.

    • Me three

    • 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

  • 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?

    • 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

    • I tried only with the mod and no other else and it didn't work either

    • Aight, i'll look into it, thanks for the report

    • 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?

    • Where can I find the logs? And I will try to do what you asked

  • seem to be getting a dependecy error trying to run this on my dockerized SPT backend:



    any idea what this about?

    • 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

    • resolved after i deleted all .js and .js.maps files from the mod folder.

      nice work! thanks for the mod.

      Heart 1
  • 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!

    Heart 1
    • 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

    • His bepin ex folder is literally mine thats why Im confused lol

  • 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?

    • 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

      Thumbs Up 1
  • Hello, this mod modified the uses of keys?
    I want unlimited uses of the Gilded Keys Storage Mod.

    • It does not, there are other mods for that

    • 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.

  • 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.

    • 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?

    • -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.

    • 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

    • Alright I'll take it, thank you man your mod is amazing btw.

      Heart 1
    • got same problem, but no FIKA installed

  • 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?

    • 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)

    • 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

  • is there any way to enable flee? i love every other aspect of this mod other than that

    • There is, like most things you can change or disable them in the config file

  • 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.

    • What do you think the problem is bro

    • You need SPT 3.11.1 or newer for the mod to work

  • 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

    ">Capture-d-cran-2025-04-11-210403.png">postimg.cc

    • I'm using the default config for
      If you need my load order

    • 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

    • 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

    • Same thing happening to me, the only mod installed and using the default config.

    • 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?

  • Is it compatible with skills extended?

    • I haven't checked but it should be

    • I'm running your mod and the skills extended mod, after 10 raids I can confirm its compatible so far :)

      Heart 1
  • Is it possible for the secure containers to stay the same size as default, expect make the waist pouch 1 x 2 ?

    • 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

    • 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


    • Replying just to bring to your attention that i've made it much easier to do since version 1.1.0 of the mod

  • 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.

    Heart 1
  • 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 !

    Heart 1
    • 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

      Thumbs Up 1
    • alright thanks for your reply i will look into it and try your mod to pair with some different mods

      Heart 1
    • 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

      Thumbs Up 1
    • alright thanks will check it out lets hope they will get updated soon

  • 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!

    Heart 1
  • 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!

    Heart 1
    • 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?

    • 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?

    • 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

    • 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!

      Thumbs Up 1
    • Sorry to ask but do you have AmandsSense working for 3.11? It's a mod I would quite like to use again. Thanks.

  • 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.

    Heart 1
    • 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

      Heart 1
    • 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!

      Heart 1
    • 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

      Thumbs Up 1