Featured Valens-Progression 2.1.1

Trader Loyalty Level Based Progression on PMC Bots.

I present Valens-Progression which tailors PMC bots to have level specific gear tied to trader loyalty level.


LL1: Bot Level 1-14

LL2: Bot Level 15-31

LL3: Bot Level 32-38

LL4: Bot Level 39-100; expect them to be very juiced motherfuckers.


To install unzip the zip directly into your SPT folder.


ALL SUPPORT IS DONE ON THE GITHUB FOR THE REPOSITORY/PROJECT YOU'RE HAVING THE ISSUE WITH.

CLICK HERE FOR SUPPORT OR TO REQUEST A FEATURE


Thanks to the God of programming DrakiaXYZ for assistance with code
Thanks to the princess BunBun Kara for help with testing

  • Version 2.1.1

    Full Changelog: 2.1.0...2.1.1

  • Version 2.0.4

    Full Changelog: 2.0.3...2.1.0


    Added flea gear for ll2 and ll3 levels. This is a large change to the progression mod; you will see a larger variety of weapons, backpacks, helmets, ammunition, armor vests, and tactical rigs with this update.


    Please let me know if you encounter any hideous loadouts via the Github.

  • Version 2.0.3

    ## What's Changed

    * Fix armor weights by setting them after replacing the pmc config by DrakiaXYZ in https://github.com/VforValens/Progression/pull/13


    ## New Contributors

    * DrakiaXYZ made their first contribution in https://github.com/VforValens/Progression/pull/13


    **Full Changelog**: https://github.com/VforValens/…ion/compare/2.0.2...2.0.3

  • Version 2.0.2

    Adds support for plate weighting, and second primary weapons.

    Full Changelog: 2.0.1...2.0.2

  • Version 2.0.1

    Finally a true fix for the issues with bots generating post level 14 with gear they should not be generating with.

    Please test and let me know thoughts/issues.


    Full Changelog: 2.0.0...2.0.1

  • Version 2.0.0

    Update everything to be in line with the 3.8.0 release.

    Full Changelog: 1.6.2...2.0.0

  • Version 1.6.2

    **Full Changelog**: https://github.com/VforValens/…ion/compare/1.6.1...1.6.2

    Lower 7N40, Add BT and PP to LL3, Up their weights.

  • Version 1.6.1

    Full Changelog: 1.6.0...1.6.1

    Fix BNTI Module 3M not spawning on PMC's.

    *Preliminary possible fix for some cursed shit spawning as well by setting the Filters for Equipment, and weightingbybotlevel and weightingbyplayerlevel, to null before setting them to my filters.

  • Version 1.6.0

    Full Changelog: 1.5.1...1.6.0


    -Overhauled the Loyalty (Loadout) level system.

    * LL1 is now Level 1-15

    * LL2 is now Level 16-33

    * LL3 is now Level 34-42

    * LL4 is now Level 43-Max

    * Lowered the botRelativeLevelDeltaMin from 10 to 5; this should further help alleviate having "cursed" loadouts when high level.


    -Overhauled Loyalty (Loadout) Arrays for Primary, and Secondary Weapons, and Ammo to be in line with 0.14 in preparation for the eventual release of 3.8.0 and as it is the current wipe on Live.

    * Added the MCX Spear, and 68x51 ammo (install the 0.14 content mod)

    * Added the new 9x39 SMG (install the 0.14 content mod)

    * Added Big Pipe's GL along with 40mm HE grenades at a very rare chance

    * Separated LL1 and LL2 into their own grouping, and LL3 and LL4 into another grouping. This should further help to alleviate having timmy's when you're high level. Once you reach level 34, more often than not, bots should be spawning with relatively prime kits from the LL3 and LL4 loadouts however, should you notice it more than you like you can set the botRelativeLevelDeltaMin in config/pmc.json to 0 to eliminate LL2 kits entirely once you have hit level 34 until you are above the preferred LevelDeltaMin to re-enable it to your normal preference.


    -Rebalanced Drugs, Healing, and Stims

    * From Level 1-15 PMC's will spawn with 0-1 of Analgin painkillers, and Augmentin for drugs. 1-4 of Esmarch, AI-2 medkit, Car first aid kit, Immobilizing splint, Aseptic bandage, and CMS kit for healing. 0 of Stims.

    * From Level 16-33 PMC's will spawn with 0-1 (with emphasis on 0) of Augmentin, and Vaseline for drugs.

    2-5 of CAT hemostatic tourniquet, Army bandage, Aluminum splint, IFAK first aid kit, Salewa first aid kit, and CMS kit.

    0-1 of Morphine, SJ1 Combat stim, xTG-12 antidote, Adrenaline injector, Propital, AHF1-M, Meldonin, 3-(b-TG), Obdolbos, Obdolbos 2,

    * From Level 34-42 PMC's will spawn with 0-1 of Ibuprofen, and Vaseline for drugs.

    3-5 of CALOK-B hemostatic, Army bandage, Aluminum splint, IFAK first aid kit, Salewa first aid kit, AFAK first aid kit, Grizzly first aid kit, and Surv12 surgical kit.

    0-2 of Morphine, SJ1 Combat stim, xTG-12 antidote, Adrenaline injector, Propital, AHF1-M, Meldonin, 3-(b-TG), Obdolbos, Obdolbos 2, L1 (Norepinephrine), Trimadol, eTG-change, Perfotoran, PNB (Product 16), P22 (Product 22), SJ6 combat stim, M.U.L.E, SJ9,

    * From Level 43-Max PMC's will spawn with 0-1 of Ibuprofen, Vaseline, and Golden Star for drugs.

    3-5 of CALOK-B hemostatic, Army bandage, Aluminum splint, AFAK first aid kit, Grizzly first aid kit, and Surv12 surgical kit.

    0-2 of Morphine, SJ1 Combat stim, xTG-12 antidote, Adrenaline injector, Propital, AHF1-M, Meldonin, 3-(b-TG), Obdolbos, Obdolbos 2, L1 (Norepinephrine), Trimadol, eTG-change, Perfotoran, PNB (Product 16), P22 (Product 22), SJ6 combat stim, M.U.L.E, SJ9, Zagustin, SJ12


    -Rebalanced Grenades

    * From Level 1-15 PMC's will carry 0-2 grenades of type F-1, M67, and RGD-5

    * From Level 16-33 PMC's will carry 1-4 grenades (with emphasis on 1-3) of ALL types including Impact, and VOG's.

    * From Level 34-42 PMC's will carry 2-4 grenades (with emphasis on 3-4) of ALL types including Impact, and VOG's.

    * From Level 43-Max PMC's will carry 3-5 grenades of ALL types including Impact, and VOG's.


    -Fixed some generation issues from a previous update.

    * Separated painkillers out from 'healing' to 'drugs' where they are supposed to properly be generated.

    * PMCs should spawn with roughly 3-4 medical items (hopefully 2 bandages, 1 healing item, and a CMS kit).


    -Updated magazines so that PMCs are no longer spawning with 1-2 magazines. This was previously left at default from SPT and I had not realized it. Apologies.

    * From Level 1-15 PMC's will carry 1-3 spare magazines.

    * From Level 16-33 PMC's will carry 2-4 spare magazines.

    * From Level 34-42 PMC's will carry 3-6 spare magazines.

    * From Level 43-Max PMC's will carry 4-8 spare magazines.


    - I will be working on an updated "guide" of sorts as to what all entails what loyalty level, and how rare or common things are to spawn.

  • Version 1.5.1

    Full Changelog: 1.5.0...1.5.1

    Added the ability to configure Boss PMC Chances. Currently by default it is a 7% chance; they will spawn with kitted loadouts regardless of your level. So if you do not desire any opportunity for good loot when low level, please set this to 0.

    Changed weighting for various items to bring them more in line with statistics from the latest wipe, and to hopefully counteract some of the more cursed loadouts we are seeing when between loyalty level assorts like wearing a PACA and 6B47 when level 20.

  • Please DO NOT post comments with Errors, and other Issues with the mod that you are encountering.


    ALL Support is to be done on the GitHub, and the GitHub ONLY.

    Thumbs Up 1
    • IS THIS MOD SIMILAR TO ALGORITHMIC LEVEL PROGRESSION? Can all make PMC's outfit more reasonable and not completely random?

    • No reply to @Nomand ?

    • @Nomand Yep


      @Elite911 didn't really find it needed a reply as it's obvious what the mod's for.

      All it takes is reading the overview which I've pasted below.


      I present Valens-Progression which tailors PMC bots to have level specific gear tied to trader loyalty level.


      LL1: Bot Level 1-14

      LL2: Bot Level 15-31

      LL3: Bot Level 32-38

      LL4: Bot Level 39-100; expect them to be very juiced motherfuckers.

  • In principle, good work from you. I have now tested the mod extensively up to around lvl 50, i.e. endgame.


    1. What strikes me is that the PMC end up wearing gear that's too monotonous.
    2. Having far too many magazines with them, basically the entire rig is full of mags. Mp7 e.g. 8 mags or more included. And again too monotonous Weapon setups ...
    3. There are far too many HIGH level PMCs that are fully juiced. And not like LIVE, more often low/midgame PMC are on the go. Where you're happy to have killed a high and take the juicy stuff.



    Just my 2 cents, overall good work so far ... some tuning would be good

    • yeah specially LL4 PMCs, all of them are running mp7s/mp9s/p90s, barely any of them run rifles

  • is it possible to add more guns on LL3 and LL4 primary weapon pools?

  • far to many pkms/pkps. though level 39+ should be juiced. seeing/hearing 2+ per raid is a but unbalanced.

    • Not really worried about balance right now. Mainly worried about getting things working properly amidst a full refactor of the mod.


      As it stands the PKP is a 3/10, the PKM looks like it didn't get changed and currently is 10/10 weight wise in comparison to all of the other weapons that can spawn.


      You're welcome to change the code. Not a really pressing issue to me in comparison to everything else I have going on for the mod.

    • gotcha, thanks for the reply!

  • on GitHub you closed issue, that PMC do not have vest or armor plates carrier

    and as result there is no spare magazines for a weapon


    but still happens..

    • Depending on what level you are this is the chance for tactical vests to spawn on PMC's. It is not guaranteed at all stages of the mod.


      Additionally if you are using 3.8.1 with the mod I do not guarantee it's fully compatible.


      1. "TacticalVest": 70,
      2. "TacticalVest": 90,
      3. "TacticalVest": 90,
      4. "TacticalVest": 100,
      Thumbs Up 1
  • Suggestion for a possible feature in the future, the ability to blacklist specific Items from spawning on PMC and or Bosses

    • This was a feature in the past however, it required way too much work to support it as no one had any idea how to use it. That's the unfortunate bit about features that are more technical literacy required.


      You can always add to the blacklist in the mod as it is though.

      Thumbs Up 1
    • When you say you can add to the blacklist in the mod do you mean the "whitelist" under the different gear types in the boss or PMC config?

    • Neither.

      You'll have to access the src/pmc.ts file directly and find the blacklist and add items in the way. It is not exposed in the config, as eluded to previously when it was I was not able to keep up with the support.

      Thumbs Up 1
  • I'm level 46 and all pmc's have an mp7 or mp5 as a secondary and a pistol, is that intended?

    • Yes. At LL4 they have a 60% chance for a second primary weapon as well as about a 70% chance for a pistol.


      You're at end game. Fully intended.

    • Is there a way to change the percentages?

    • Not without editing the mod files directly, no. If you do delve into that make sure to read the license :)

  • The server always prompts the pmc that some parts of the weapon are not present

    • Just means that some parts of the weapon are not present. This is present in base SPT as well.

  • pmc weapons often don't have suppressors or silencers - is that fixed?

  • and if there is such a feature in the mod that allows you to disable the use of equipment, modules, weapons from other mods? For example, how about realism? There is a "bot changes" function there, which allows bots to appear with equipment from tarkov, and not from mods, even if they are included in the configs of mods. But since realism is not convenient in places, I would like to ask you. Is there such a feature in fashion?

    • By default my mod does not interact with, or allow for, modded gear to spawn on bots.

  • Compatible with Andern?

    Happy 1
  • is the 0.14 content mod a hard requirement for this mod? i don't really play with the 0.14 content mod cos its buggy for me and incompatible with some mods

  • Do bots only use ammunition they can get off their trader levels? For instance will a level 2 timmy be rockin MAI AP 7.62x39mm? If they won't will juicers through level 39+ be using blacklisted ammunitions like MAI AP? Thanks!

    • No. They use trader appropriate ammunition, weapons, armor, etc.

  • Did bots grab all items from traders including the modded one? Or only vanilla traders?

  • I can appreciate you wouldn't test too deeply with compatibility with other mods... Having said that though, you would think that 90% of SPT users will have a combination of SWAG+DONUTS, SAIN, Realism, Waypoints, SVM, Looting & Questing Bots.


    On that basis, how does the Valens Progression mod work with some of these, if at all?

    • Having used all but SVM, and Realism they work fine.

  • How does this compare to Andern ? Never used ALP so i don't know about that comparison

  • I've noticed that PMCs often have quadruple night vision devices, even though I'm still at a low level. Why is that??

    • Because there's a 100% chance for PMC's to have NVG's at night, and a significantly smaller chance during the day to simulate day to night raids.

  • can this mod affect scav?

    i don't wanna met a scav who Armed at all points

  • Anyone prefer this to algorithmic progression? just wondering might make a switch

    • I tried this out instead of ALP and the next raid ran into chad geared lvl 12's and immediately went back to ALP.

      Crying 1
    • lol.

    • If you can read and don't want to encounter boss PMC's there's a way to disable them. I'm biased but imo yes it's a superior modificatoin to ALP having used both, and created Progression myself before ALP was around.

    • is this in the boss json file? says 7 as default, i did put em all to 0. Still 18-20 pmc's running vulkans, trader 3-4 stuff m61 ammo bruh.. i'm not even 15 yet, anyway to disable this?

  • is this still a thing m8?


    "Valens Jul 19th 2023 Author

    No. Tarkov's no longer something I'm really interested in.


    My mods will remain where they currently are without further updates or additions.


    My mods will also be requested to be taken down if reuploaded as my licenses do not allow for redistribution."


    or will this be updated? ;):/

    • This will always be a thing until you see the day my mods are updated, if that day ever comes.

      ? 1
    • @Surviv0r1969 mod has been updated to SPT V3.7.6

      Heart 2
  • This mod needs a revival.
    Getting the best stuff in the first raid is not fun.

  • im not sure why but for some reason even at level 1 traders there is a chance that pmc's will spawn with end game gear other than that the mod works fine

  • Will you update this to 3.5.7?

    • No. Tarkov's no longer something I'm really interested in.


      My mods will remain where they currently are without further updates or additions.


      My mods will also be requested to be taken down if reuploaded as my licenses do not allow for redistribution.

      ? 1
  • is it possible to remove items that spawns in pockets/backpacks that's not healing/ammo etc?

    and can you disable voice lines for pmc?

  • Is this compatible with 3.5.6?

  • is it possible to remove the fact that scavs and pmc:s have loot in their backpacks etc that's "been looted" and is not found in raid status?

  • when is this getting updated

  • Were scavs ever added? Just curious cause I really just use the Realism mod for it's gear tier based system. But I'm wondering if this would be the better option and does it work with looting bots?

    • I'd go with "not yet". Based on the fact that the [Overview] specifically states "Scavs coming SoonTM", and none of the [Full Changelog] links state that Scavs were added. But hey, what do I know :)

    • Ya but in the files it has a SCAV profile and files...so that's why I'm asking.

  • am confused. For which trader will change the bots?

    • PMCs are assigned a loadout based on their level which you can find via their dogtag.


      You can additionally check what the chances are by viewing the code and the loadout spreadsheet on the overview page of the mod.

    • oh okay. so it limits their loadout to only things they could buy at specific trader levels? I thought it meant as your trader level goes up you get higher level bots

  • The error occurs in version 3.5.5.

    If delete this mod, the error won't pop up.

    mod list

    Valens-Progression_v1.4.2

    AlimOncul-MultiplyALL-1.0.8

    bluehead-AIOTrader

    JustNUCore

    KominoStyle-SPT-DisplayOfficialVersion-master

    RainbowPC-LotsOfLoot-2.0.4

    ReducedVerticalRecoil

    Skwizzy-NoDiscardLimit-1.0.0

    zz-MultiCam Arid Bundle

    SAIN-allinone

    • It doesn't seem to work if the in-game player level is 15 or higher.

    • Im getting the same problem at level 15