
AQP - Algorithmic Quest Progression 1.0.2
Created by DewardianDev
6.8K Downloads
SPT 3.11.4 Compatible
Revamps quests with algorithmic difficulty scaling per trader, prioritizing rare quests early. It swaps Gunsmith tasks for configurable kill quests, balances rewards, and simplifies end-game content. Highly customizable for a fresh experience.
Requires a new profile!
Algorithmic Quest Progression redefines the questing experience, offering a curated, customizable progression system designed to breathe new life into SPT Tarkov.
Key features include:
- Algorithmic Quest Progression: Quests scale in difficulty per trader, with minimal interaction between traders, allowing players to focus on leveling any trader at any time.
- Fresh Quest Experience: Prioritizes rarely seen quests at the start of a wipe, ensuring a novel and engaging early game.
- Ordered Quest Difficulty: All quests are sorted by difficulty for each trader, creating a smooth progression curve.
- Reworked Rewards: Rewards are ordered from least to greatest, with trader-unlocked items available within the first 75% of quests, ensuring accessibility.
- Gunsmith Replacement: All Gunsmith quests are replaced with configurable kill quests, reducing repetitive tasks (toggleable in config).
- Quest Adjustments: Many quests have been reworked to reduce monotony, with simplified requirements for end-game content like Fence’s Kappa chain and Lighthouse Keeper quests.
- Early Quest Shuffling: Rarely seen quests are moved to the early game for a more exciting start.
- Trader Unlocks: Traders are unlocked by completing their initial quests, streamlining access.
- End-Game Accessibility: Fence’s Kappa quest chain unlocks after completing Tarkov Shooter 6, with reduced requirements. Lighthouse Keeper quests unlock earlier via Mechanic’s quest chain.
- Ref’s Quests: Reworked to include only SPT-compatible quests, with adjusted requirements and rewards.
- Custom Rewards: Unique rewards, like early access to 5.56 FMJ and AR-15 gas blocks, enhance early-game viability of certain weapons.
- Removed Restrictions: Level requirements, negative reputation penalties, and quest failure/make-up quests have been removed or repurposed for a smoother experience.
- High Configurability: Adjust quest order, unlock speed (e.g., 2 quests at a time per trader), kill requirements, item counts, plant times, experience, and trader reputation via configuration files.
If you’re really digging the mod, consider supporting my caffeine addiction ☕:
Compatibility:
Load before custom traders in the load order.json
- Download the zip from the link on this mod page
- Extract to your SPT folder
- Play
The mod is highly configurable via two main files: config.json and the questConfigs folder.
In config.json, enable the overhaul and adjuster modules, disable dailies, and tweak multipliers for kill counts, experience, trader standing, item rewards, and more. The questConfigs folder contains questAdjustments.json for setting quest unlock quantities, trader unlock requirements, and reward weighting, and MainQuests.json for defining quest order and chains. Debug options are available to monitor changes. These settings allow players to tailor the mod to their preferred playstyle, from quest progression speed to reward balance.
The mod’s configuration is managed through config.json and the questConfigs folder, allowing extensive customization. Below are examples of how to use these files, incorporating the provided questAdjustments.json for reference:
config.json
This file controls global settings for the mod. Here’s an example configuration with explanations:
Example CONFIG: Setting “questExperienceModifier”: 1.5 and “itemRewardModifier”: 2 makes quests more rewarding, ideal for faster progression. Setting “findItemQuestModifier”: 0.5 reduces grind by halving fetch quest requirements.
{
“enableOverhaulModule”: true, // Enables the quest progression overhaul
“enableAdjusterModule”: true, // Activates quest value adjustments (e.g., kill counts, rewards)
“disableDailies”: true, // Disables daily quests for a cleaner experience
“baseKillCountQuantity”: 4, // Sets base kill count for kill quests (e.g., 4 PMC kills)
“killCountModifier”: 0.5, // Increases kill count by 0.5 for each subsequent quest (e.g., 4, 4.5, 5…)
“questExperienceModifier”: 1.5, // Boosts quest XP by 50% (e.g., 1000 XP becomes 1500 XP)
“traderStandingRewardModifier”: 1.2, // Increases trader reputation gain by 20%
“itemRewardModifier”: 2, // Doubles item rewards (e.g., 2 M4A1s instead of 1)
“findItemQuestModifier”: 0.5, // Halves required items for fetch quests (e.g., 4 Tushonka becomes 2)
“plantTimeModifier”: 0.2, // Reduces item planting time to 20% of default (e.g., 10s becomes 2s)
“replaceGunsmith”: true, // Replaces Gunsmith quests with kill quests
“overHaulDebug”: true, // Logs quest unlock requirements for debugging
“adjusterDebug”: true // Logs kill quest adjustments (e.g., modified kill counts)
}
questConfigs/questAdjustments.json
This file fine-tunes trader progression, unlocks, and specific quest requirements. Below is an example based on the provided file:
Example Use Case: Setting “TraderQuestProgressionQuantity”: { “PRAPOR”: 2 } allows two Prapor quests simultaneously, speeding up progression. “unlockAssortWeightFactorZeroToOne”: 0.7 ensures most trader items unlock early. The manualAssortReassignment section unlocks 5.45x39 FMJ after “Search Mission”, enhancing early-game ammo availability. The adjustReqsList reduces “Shortage” requirements to 2 Salty Dogs and 2 Gas Analyzers, easing early progression.
{
“TraderQuestProgressionQuantity”: {
“PRAPOR”: 2, // Unlocks 2 Prapor quests at a time
“THERAPIST”: 2, // Unlocks 2 Therapist quests at a time
“SKIER”: 2,
“PEACEKEEPER”: 2,
“MECHANIC”: 2,
“RAGMAN”: 2,
“JAEGER”: 2,
“FENCE”: 1, // Unlocks 1 Fence quest at a time
“LIGHTHOUSEKEEPER”: 1,
“REF”: 1,
“BTR”: 1
},
“TraderUnlockQuests”: {
“PRAPOR”: “”, // Prapor is available from the start
“THERAPIST”: “”, // Therapist is available from the start
“SKIER”: “All Is Revealed”, // Skier unlocks after completing “All Is Revealed”
“PEACEKEEPER”: “Search Mission”,
“MECHANIC”: “Another Shipping Delay”,
“RAGMAN”: “Debut”,
“JAEGER”: “Airmail”,
“REF”: “Tigr Safari”
},
“FenceStartRequiredQuests”: [“The Punisher - Part 6”], // Fence’s Kappa chain unlocks after this quest
“unlockAssortWeightFactorZeroToOne”: 0.7, // 70% of trader item unlocks appear in the first 70% of quests
“refMoneyMultiplier”: 20, // Increases Ref’s quest rewards (GP coins) by 20x
“manualAssortReassignment”: [
{
“key”: “67877f70ecc0f80789060177”,
“name”: “patron_545x39_FMJ”,
“tpl”: “56dff0bed2720bb0668b4567”,
“level”: 1,
“QuestName”: “Search Mission”
},
{
“key”: “676d24a8798491c5260f4c36”,
“name”: “patron_762x51_M80”,
“tpl”: “58dd3ad986f77403051cba8f”,
“level”: 1,
“QuestName”: “Fishing Gear”,
“Cost”: “Доллары”
}
],
“adjustReqsList”: {
“Shortage”: {
“59689eb886f7740d137ebfc3”: { “value”: 2 }, // Reduces Salty Dog to 2
“5968edc086f77420d2328014”: { “value”: 2 } // Reduces Gas Analyzer to 2
},
“Insomnia”: {
“5c1242fa86f7742aa04fed52”: { “value”: 10 } // Reduces PMC kills to 10
}
},
“deleteReqList”: {
“Collector”: {
“index”: [1, 3, 4, 5, 7, 9, 10, 11, 12, 14, 15, 19, 23, 24, 25, 26, 27, 28, 29, 30, 31, 33, 39, 41, 47, 50, 51, 52, 53, 54, 55, 57] // Removes specific item requirements
},
“Slaughterhouse”: {
“id”: [“63a9b41dad5cc12f22162022”, “63a9b45bda7999196148ba5f”, “63a9b5f064b9631d9178276b”, “65e0a329893b7bf535c6a9fd”, “63a9b591da7999196148ba63”] // Removes specific conditions
}
}
}
questConfigs/MainQuests.json
This file defines quest order and chains.
{
“PRAPOR”: [
“Debut”,
“Background Check”,
“Shootout Picnic”,
[
“The Punisher - Part 1”,
“The Punisher - Part 2”,
“The Punisher - Part 3”
]
],
“PEACEKEEPER”: [
“Fishing Gear”,
[“The Cult - Part 1”, “The Cult - Part 2”],
“Tigr Safari”
]
}
5.7K Downloads
Load order UPDATE!
- Uses IPostDBLoadMod which should fix load order not taking affect.
PUT CUSTOM TRADERS AND CUSTOM QUESTS AFTER AQP in load order!!
THIS SHOULD FIX CUSTOM TRADER/QUESTS!
That’s all for now!
103 Downloads
Small update
- Changes Skiers unlock quest to Closer to the People (should be easier)
- Moves Pharmacist a bit later (as it requires a key unlock).
That’s all for now.
943 Downloads
Initial version
Details
-
GUID
Not Available
-
License
Version 1.0.2
Load order UPDATE!
- Uses IPostDBLoadMod which should fix load order not taking affect.
PUT CUSTOM TRADERS AND CUSTOM QUESTS AFTER AQP in load order!!
THIS SHOULD FIX CUSTOM TRADER/QUESTS!
That’s all for now!
Mod is fantastic, I have one tiny complaint: I think dailies should be active by default, or at least advertise in the mod description that they are deactivated by default.
It took me a few irl days to realise my dailies were not showing up because of this mod
I really like the mod, as someone who’s played like 8 wipes or something by now, I got really sick of the default order quests are given. There are definitely a few “uhh this seems a bit early for this one” quests, one especially that I don’t like is how I had to spam interchange tons to be done with “Sales Night” in order to unlock any more ragman quests. and then there are MORE interchange quests after lol
Very cool, loving how different this feels and how many quests I’ve rarely or never played get the spotlight. The rewards are super convenient when they come, too. Early unlocks of convenient ammos or parts or even whole guns you can’t get otherwise go a long way, and a sprinkling of hideout parts helps a ton. My favorite part by far is the Gunsmith quests being reworked into kill quests, finally makes me engage with them.
My only complaint is that under default settings I got Aquarius p1 and Golden Swag very early, and those are the only quests on their respective traders, so progression with both Skier and Therapist is basically locked until I can randomly bump into those keys. Maybe since they come so early, the keys should be provided as starter equipment, just to avoid long, chance-based interruptions in progress? Or if it’s possible, some guaranteed spawn spot for those keys, like Checking has? Other than that, only high praise for this extensive and customizable mod.
Not sure if it’s conflicting with other mods or not, but when I’ve unlocked Skier and Ragman, I cannot buy or sell anything from them, any idea what could be causing this? I have this before all traders and quest related mods.
Hello, I have been using your mod for a while now. I think this mod has made a lot of user-friendly changes based on the original mission system. When I only had to hand in three cans of beef stew instead of fifteen, I truly felt that I had been redeemed.
Just one thing, the original Takov mission provided the game with a relatively large amount of narrative content. I don’t know if only I think this way or if some others share the same opinion. This mod removed some of the missions and disrupted the order of some of them, making the overall gaming experience a bit strange.
I would like to ask if you have any intention to add a new feature that maintains the original mission progress and order while improving the conditions for completing the missions. (I know that through Configuration Options, I should be able to modify one by one until it is exactly the same as the original version, but is there a one-click switch available?)
hello, loving the mod. if you know how well does this mod work with “gekos better progression” im enjoying your mod atm but i think some unlocks might be out of order. thanks
Hi,
Is this mod and the mod here the same ?
Because I noticed that the one on forge has version 1.3.0 and here it’s 1.0.2. I tried installing 1.3.0 on my 3.11.3 spt but I couldn’t get the server to start without error.
Thanks
So I was using default value, and I don’t get a new quest upon quest completion unless I complete both quest that was given, for example I got Debut and Background Check from prapor, I complete debut but there’s no new quest unless I complete Background Check, is this intended behavior? I would like new quest that kinda “slip” into the trader quest quota, is that possible?
Question. Haven’t played SPT since 3.11 was released. Wasn’t this the “What grind my gears” mod?