Fallout 4

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BouncySpartan68

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BouncySpartan68

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21 comments

  1. Memester1245
    Memester1245
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    Finally, no more feral ghouls that can take multiple Liberty Prime laser shots to the head and still fight.
  2. power8888
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    Good mod, a countermeasure for bullet sponge enemies, unfortunately it works badly on some area, especially nuka world. disable all level scaling cause some enemies becoming extremely weak, specifically, enemies with only ONE variant. Base game enemies like super mutant has various variants, only highest tier scaling with player and have bottom level(e.g. super mutant warlord at lv68), but one-variant doesn't have bottom level and scale from level 1, disable scaling cause these enemies stay at level 1. 80% of nuke world will become one-shot everything catwalk.
  3. sc4m
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    Meanwhile in December of 2018 (May as well be 2019 at this point), I am JUST DISCOVERING this mod for the first time.

    I've been LOOKING for a mod like this, NEEDING one, because all of the enemies I've been fighting are ridiculously OP. My Damage out is capped, based on the weapon/gun I use, while the HP ramp of the characters is off the charts. I'm playing a level 100+ character, I'm getting awfully sick of Gunners that require 20+ shotgun blasts to the head at a point blank range, and Super Mutants and Fog Crawlers that require 70+ missiles to take a chip out of their health.

    I'm already late-late into the game, and enemy health scaling has gotten ridiculous, I've been looking for a mod to stop Bullet Sponge enemies from soaking up my rounds (A mod that ensures my weapons will continue to be useful, and I don't always have to strain my weight by having to carry both a decked out minigun and a rocket launcher, just to make a dent in an enemy while I'm running away), and for the time I've been using mod#24313 "Unbogus health scaling", but this has been working on a touch and go level, meaning it isn't always working (Cell resets, and some enemies not adhering to it's conditions, even in Far Harbor, I still have to unload 18 shots out of my magnum at a point blank range to stagger a gulper, and don't even get me started on super mutants and fog crawlers), doesn't help much that the mod dramatically scales down my health as well, it would be nice if I had a mod that didn't screw up my stats.

    Your mod here, which prevents ridiculous health scaling, might just be what I need. I'll try it out and let you know how it works. I'll start with the NERF version, since it seems like it should affect most enemies, and use it for 2 or 3 days. If I like it, this will be the last you hear of me, if it doesn't deliver, I'll follow up with more feedback (which won't be anything good).
    1. sc4m
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      First Question

      Static Enemy Levels and Health Nerf - All DLC
      Static Enemy Levels and Health Nerf

      Will I require BOTH of these files, one for the main campaign, and the DLC package for the DLC's?
      Or is the "All DLC" version, already in consideration of the main campaign in itself? (As a sort of master version)

      You did not specify this on your front page. Instructions unclear, started the nuclear war.
    2. sc4m
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      Second Question

      Does this mod affect companions development and their own health levels?
      I've run into a small hiccup of sorts, and am working on resolving it. I don't suspect this mod is the culprit, since ENEMY (not ally) is clearly in the title. That said, I still figured I'd ask. Dogmeat,, Deacon and a few others have been falling in combat relatively quickly, turns out their health is considerably lower than mine (though I thought companions leveled up based on your own scores of stats). Another mod of mine is either affecting their stats, or this one is preventing them from leveling up alongside me.

      I can't open this mod up (no know how, and even less understanding of code) to see what's going on, so I can only presume this mod is affecting hostile radiant (recurring) enemies only, not long-term allies who never de-spawn/recycle.
    3. BouncySpartan68
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      You can just use one file; the "All DLC" file covers the base game + DLCs. Also, there isn't anything in this mod that should affect your allies or their health. It could be an issue with another mod, but even without mods they tend to not be very tough against high-level enemies since they usually don't wear armor.

      I hope this helps, and Happy New Year :)
  4. notanything
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    Is this mod still being supported? I was reading that post by Valamyr that got a response from the author about a year ago and it sounds like there is an issue with the non-health nerf version.

    I was thinking about starting a new game, but if it doesn't stop enemies from gaining health and just stops them from leveling, I don't really see much of a point of downloading this mod. I hope I can get a response from somebody, since this seems like such an essential mod, but if it's not working as intended, I'll be pretty disappointed. I also am hesitant to use the health-nerf version because I don't know how much health it nerfs certain enemies down from, and I'd rather keep things as close to vanilla values as possible.
    1. BouncySpartan68
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      I haven't actively supported my mods on here for quite a while, but I do come back to check for messages and comments from time to time. So there probably won't be any more updates to this, but I can answer your question.

      Based on what I remember about the feedback I received and the testing I did, I believe the mod doesn't perfectly put an absolute cap on enemies' health in all circumstances (specifically, you may not get the desired results if you install the mod when you're already at a really high level), but it still basically does what it supposed to - prevent enemies from becoming unbelievably tough bullet-sponges at high levels.

      The beginning of a playthrough is the perfect time to install it, so I encourage you to give it a try. Personally I prefer the health-nerf version, but it does noticeably alter the health amounts for the toughest of tough enemies, so if you want to maintain balance similar to vanilla I would recommend the non-health-nerf version for you.
  5. Valamyr
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    This might be the only up to date version of a mod attempting to do this, with all DLC support? Time to undust my level 127 character and see how well it works Srsly they become ridiculous damage sponges then. Will provide feedback and endorse!

    Edit: OK, I might have run into a small issue already, the change does not appear to be retroactive for health pool.

    I went and used getav.health on a Super Mutant Warlord without the mod, level 127, got 1535hp.

    Then enabled the mod, he was now level 68, but still had 1535hp unfortunately.

    Then I ran the same tests again, this time giving me an extra 20 levels with the console both times in front of the monster; without the mod his HP incremented in the 1800s, but with your mod, he was still stuck at 1535. Assuming the console doesn't lie.

    A 'true' level 68 Warlord would have 1190hp max if my math is correct; they gain 5 extra per level post-cap. So unless this limited test is wrong, it seems that my save remembers how much HP monsters had at level 127. My guess is that the game tracks enemy values as they level separately from their 'current level' value.

    It would probably be peachy if I had used it from the start of the playthrough though. Perhaps temporarily setting my level artificially low could fix it, I'll thinker some more. Edit2: Eh, the console specifically says leveling down is not supported.

    Edit3: OK made a final round of tests comparing the difference with placeatme for Mythic Deathclaws (91 max) between my level 127 char (1544hp) and a really old level 60 copy of the char that I consoled up to lv127 too, and then the same Mythic Deathclaw (showing as lv91 both times) only had 1359hp. Math checks out as they gain 5hp per level past their cap. So I'm still endorsing this because itll prevent them from getting even more unkillable on my save, but its not retroactive, the health of the monsters is somehow tied to how high level they were before you installed this.

    If you had an idea how to make it so, then Im voting you file of the month
    1. BouncySpartan68
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      Thanks for the post! I appreciate the in-depth feedback you provided, and I've done some testing based on it and discovered a few things.

      First, the version WITHOUT the enemy health nerf doesn't seem to be stopping enemies from gaining health as you level up, it just stops them from gaining levels. When I checked the mod in the Creation Kit I noticed that I had left the "Auto Calculate Stats" tag on the enemies I modified, so it seems that this is what causes them to gain health per level, and it appears to be based on YOUR level, not THEIR level. I'll be looking into fixing this.

      Second (and I think this is what you discovered), the version WITH the enemy health nerf can function strangely when it is installed partway through a game, therefore applying the effects to enemies that already exist. In my testing, I found that some enemies get properly nerfed while others seem to be only partially nerfed, if that makes any sense. I think it has to do with the way the game engine creates "Actors" based on an "ActorBase." If this "template" process ever gets "refreshed" by the engine checking for changes to ActorBases the issue might basically fix itself over time, but I don't know if that ever happens.

      The bottom line is that my recommendation for using the mod is to install the "Health Nerf" version at the start of a new game, and that I can't make guarantees about how well it will work in other cases. Sorry for the confusion/inconvenience, but thanks for the feedback, and I'm glad it's at least somewhat useful for you.
    2. Valamyr
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      Hey, happy to help. But actually, I was solely testing with the version supposed to cap their level, not the health-nerf version. I don't think they have too much health, per se, as long as it doesn't grow beyond the levels they should have (VS infinite scaling with the player).

      Its possible my tests weren't as comprehensive as I wanted, but it does seem to work to some extent.. just not retroactively. Tested with Mythic Deathclaws again, their base lv91 HP is 1359. If the mod is first activated on a character below 91 theyll never have more than that.. if activated on a level 102 character they are at 1445 even if you gain tons of levels, and as mentioned earlier at 127 its 1545. Without the mod, bumping my character to level 400+ makes their HP almost 4000, with your mod, still 1545... basically its a shame I didn't find about this just a few levels earlier but its still workable.

      Will gladly test more after the 'Auto Calculate Stats' thing is worked around. But I suspect its not going to work on a old save like mine. The reason why you cant lower the PC's level in the console might very well be that statistics for scaling monsters are calculated and written in the save on level up. (Theory only)

      Anyhow I'll be eargerly waiting on your next update, you're doing great work.
  6. teslashark
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    This is a great mod for causal players. Though, do you plan on making a single "all DLC" esp?
    1. BouncySpartan68
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      Now that you mention it, I'm not sure why I haven't already made an "all DLC" version. You can expect to see it in the Files section by tomorrow
  7. Sethfc
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    I just want to thank you enthusiastically for this one.

    I have alot of mods I enjoy, but this mod will really help me enjoy FO4 for along time to come, since everything won't get ridiculously strong for my now level 56 character (As I was worried would soon start happening)
  8. Sixfish11
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    yea i hate the fact that once you get around level 100 you get these impossible to kill super mutants that literally take like 2 thousand minigun rounds to kill.
  9. UnknownLOL
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    Ok, you should probably re-organize download section a bit or mention in the description that we need to activate only one plugin from each archive.

    Just saying, because if you use NMM to install (I guess most of us do) it will activate both plugins and they will conflict with each other.
    1. BouncySpartan68
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      Thank you for pointing this out! I usually don't install mods with NMM, so I hadn't thought of this. I will re-organize the downloads section as soon as I can.

      As a side note, I don't think the plugins will conflict with each other. The "StaticEnemyLevels" plugins are just redundant if both are activated, since the "StaticEnemyLevels_HealthNerf" plugins are just the regular plugins plus extra changes.
    2. UnknownLOL
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      Yeah, well there would be conflicts between plugins technically, though with no major consequences. Worst thing that could have happened is people who didn't want health nerf on mobs would get it.

      And it is no longer the problem, so thank you.

      After a brief testing balance seems damn good, mutants and other big stuff maintain some staying power, while humies die horribly, which makes sense because they use cover a lot more.
  10. Laconicwit
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    Awesome! I've been looking for something like this for ages!